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UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Android/AndroidJNI.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Android/AndroidJNI.h"
#if USE_ANDROID_JNI
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "HAL/ExceptionHandling.h"
#include "Android/AndroidPlatformCrashContext.h"
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
#include "Runtime/Core/Public/Misc/DateTime.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "HAL/PlatformStackWalk.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Android/AndroidApplication.h"
#include "Android/AndroidInputInterface.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Widgets/Input/IVirtualKeyboardEntry.h"
#include "UnrealEngine.h"
#include "Misc/ConfigCacheIni.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Misc/FeedbackContext.h"
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
#include "Math/Vector.h"
#include "Misc/EmbeddedCommunication.h"
#include "Async/TaskGraphInterfaces.h"
#include "Android/AndroidStats.h"
THIRD_PARTY_INCLUDES_START
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
THIRD_PARTY_INCLUDES_END
#define JNI_CURRENT_VERSION JNI_VERSION_1_6
JavaVM* GJavaVM = nullptr;
jclass GGameActivityClassID;
jobject GGameActivityThis;
// Pointer to target widget for virtual keyboard contents
static TWeakPtr<IVirtualKeyboardEntry> VirtualKeyboardWidget;
//virtualKeyboard shown
static volatile bool GVirtualKeyboardShown = false;
//WebView shown
static volatile bool GWebViewShown = false;
extern FString GFilePathBase;
extern FString GInternalFilePath;
extern FString GExternalFilePath;
extern FString GFontPathBase;
extern bool GOBBinAPK;
extern bool GOverrideAndroidLogDir;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
extern FString GOBBFilePathBase;
extern FString GOBBMainFilePath;
extern FString GOBBPatchFilePath;
extern FString GOBBOverflow1FilePath;
extern FString GOBBOverflow2FilePath;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 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 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 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 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - 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 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
extern FString GAPKFilename;
FOnActivityResult FJavaWrapper::OnActivityResultDelegate;
FOnSafetyNetAttestationResult FJavaWrapper::OnSafetyNetAttestationResultDelegate;
FOnRouteServiceIntent FJavaWrapper::OnRouteServiceIntentDelegate;
//////////////////////////////////////////////////////////////////////////
#if UE_BUILD_SHIPPING
// always clear any exceptions in Shipping
#define CHECK_JNI_RESULT(Id) if (Id == 0) { Env->ExceptionClear(); }
#else
#define CHECK_JNI_RESULT(Id) \
if (Id == 0) \
{ \
if (bIsOptional) { Env->ExceptionClear(); } \
else { Env->ExceptionDescribe(); checkf(Id != 0, TEXT("Failed to find " #Id)); } \
}
#endif
#define CHECK_JNI_METHOD(Id) checkf(Id != nullptr, TEXT("Failed to find " #Id));
void FJavaWrapper::FindClassesAndMethods(JNIEnv* Env)
{
auto bIsOptional = false;
GGameActivityClassID = GameActivityClassID = FindClassGlobalRef(Env, "com/epicgames/unreal/GameActivity", bIsOptional);
AndroidThunkJava_ShowConsoleWindow = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ShowConsoleWindow", "(Ljava/lang/String;)V", bIsOptional);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
AndroidThunkJava_ShowVirtualKeyboardInputDialog = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ShowVirtualKeyboardInputDialog", "(ILjava/lang/String;Ljava/lang/String;)V", bIsOptional);
AndroidThunkJava_HideVirtualKeyboardInputDialog = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_HideVirtualKeyboardInputDialog", "()V", bIsOptional);
AndroidThunkJava_ShowVirtualKeyboardInput = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ShowVirtualKeyboardInput", "(ILjava/lang/String;Ljava/lang/String;)V", bIsOptional);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
AndroidThunkJava_HideVirtualKeyboardInput = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_HideVirtualKeyboardInput", "()V", bIsOptional);
AndroidThunkJava_LaunchURL = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LaunchURL", "(Ljava/lang/String;)V", bIsOptional);
AndroidThunkJava_GetAssetManager = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetAssetManager", "()Landroid/content/res/AssetManager;", bIsOptional);
AndroidThunkJava_Minimize = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_Minimize", "()V", bIsOptional);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
AndroidThunkJava_ClipboardCopy = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ClipboardCopy", "(Ljava/lang/String;)V", bIsOptional);
AndroidThunkJava_ClipboardPaste = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ClipboardPaste", "()Ljava/lang/String;", bIsOptional);
AndroidThunkJava_ForceQuit = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ForceQuit", "()V", bIsOptional);
AndroidThunkJava_GetFontDirectory = FindStaticMethod(Env, GameActivityClassID, "AndroidThunkJava_GetFontDirectory", "()Ljava/lang/String;", bIsOptional);
AndroidThunkJava_Vibrate = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_Vibrate", "(I)V", bIsOptional);
AndroidThunkJava_IsMusicActive = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsMusicActive", "()Z", bIsOptional);
AndroidThunkJava_IsScreensaverEnabled = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsScreensaverEnabled", "()Z", bIsOptional);
AndroidThunkJava_KeepScreenOn = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_KeepScreenOn", "(Z)V", bIsOptional);
AndroidThunkJava_InitHMDs = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_InitHMDs", "()V", bIsOptional);
AndroidThunkJava_DismissSplashScreen = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_DismissSplashScreen", "()V", bIsOptional);
AndroidThunkJava_ShowProgressDialog = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ShowProgressDialog", "(ZLjava/lang/String;ZI)V", bIsOptional);
AndroidThunkJava_UpdateProgressDialog = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_UpdateProgressDialog", "(I)V", bIsOptional);
AndroidThunkJava_GetInputDeviceInfo = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetInputDeviceInfo", "(I)Lcom/epicgames/unreal/GameActivity$InputDeviceInfo;", bIsOptional);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
AndroidThunkJava_IsGamepadAttached = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsGamepadAttached", "()Z", bIsOptional);
AndroidThunkJava_HasMetaDataKey = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_HasMetaDataKey", "(Ljava/lang/String;)Z", bIsOptional);
AndroidThunkJava_GetMetaDataBoolean = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetMetaDataBoolean", "(Ljava/lang/String;)Z", bIsOptional);
AndroidThunkJava_GetMetaDataInt = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetMetaDataInt", "(Ljava/lang/String;)I", bIsOptional);
AndroidThunkJava_GetMetaDataLong = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetMetaDataLong", "(Ljava/lang/String;)J", bIsOptional);
AndroidThunkJava_GetMetaDataFloat = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetMetaDataFloat", "(Ljava/lang/String;)F", bIsOptional);
AndroidThunkJava_GetMetaDataString = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetMetaDataString", "(Ljava/lang/String;)Ljava/lang/String;", bIsOptional);
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
AndroidThunkJava_SetSustainedPerformanceMode = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_SetSustainedPerformanceMode", "(Z)V", bIsOptional);
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
AndroidThunkJava_ShowHiddenAlertDialog = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ShowHiddenAlertDialog", "()V", bIsOptional);
AndroidThunkJava_LocalNotificationScheduleAtTime = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LocalNotificationScheduleAtTime", "(Ljava/lang/String;ZLjava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)I", bIsOptional);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
AndroidThunkJava_LocalNotificationClearAll = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LocalNotificationClearAll", "()V", bIsOptional);
AndroidThunkJava_LocalNotificationExists = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LocalNotificationExists", "(I)Z", bIsOptional);
AndroidThunkJava_LocalNotificationGetLaunchNotification = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LocalNotificationGetLaunchNotification", "()Lcom/epicgames/unreal/GameActivity$LaunchNotification;", bIsOptional);
AndroidThunkJava_LocalNotificationDestroyIfExists = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LocalNotificationDestroyIfExists", "(I)Z", bIsOptional);
AndroidThunkJava_GetNetworkConnectionType = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetNetworkConnectionType", "()I", bIsOptional);
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
AndroidThunkJava_GetAndroidId = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetAndroidId", "()Ljava/lang/String;", bIsOptional);
AndroidThunkJava_ShareURL = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_ShareURL", "(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;II)V", bIsOptional);
AndroidThunkJava_IsPackageInstalled = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsPackageInstalled", "(Ljava/lang/String;)Z", bIsOptional);
AndroidThunkJava_LaunchPackage = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_LaunchPackage", "(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z", bIsOptional);
AndroidThunkJava_SendBroadcast = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_SendBroadcast", "(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Z)Z", bIsOptional);
AndroidThunkJava_HasIntentExtrasKey = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_HasIntentExtrasKey", "(Ljava/lang/String;)Z", bIsOptional);
AndroidThunkJava_GetIntentExtrasBoolean = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetIntentExtrasBoolean", "(Ljava/lang/String;)Z", bIsOptional);
AndroidThunkJava_GetIntentExtrasInt = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetIntentExtrasInt", "(Ljava/lang/String;)I", bIsOptional);
AndroidThunkJava_GetIntentExtrasString = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetIntentExtrasString", "(Ljava/lang/String;)Ljava/lang/String;", bIsOptional);
AndroidThunkJava_PushSensorEvents = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_PushSensorEvents", "()V", bIsOptional);
AndroidThunkJava_SetOrientation = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_SetOrientation", "(I)V", bIsOptional);
// Screen capture/recording permission
AndroidThunkJava_IsScreenCaptureDisabled = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsScreenCaptureDisabled", "()Z", bIsOptional);
AndroidThunkJava_DisableScreenCapture = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_DisableScreenCapture", "(Z)V", bIsOptional);
// this is optional - only inserted if Oculus Mobile plugin enabled
AndroidThunkJava_IsOculusMobileApplication = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsOculusMobileApplication", "()Z", true);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
// this is optional - only inserted if GCM plugin enabled
AndroidThunkJava_RegisterForRemoteNotifications = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_RegisterForRemoteNotifications", "()V", true);
AndroidThunkJava_UnregisterForRemoteNotifications = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_UnregisterForRemoteNotifications", "()V", true);
AndroidThunkJava_IsAllowedRemoteNotifications = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_IsAllowedRemoteNotifications", "()Z", true);
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
// get field IDs for InputDeviceInfo class members
InputDeviceInfoClass = FindClassGlobalRef(Env, "com/epicgames/unreal/GameActivity$InputDeviceInfo", bIsOptional);
InputDeviceInfo_VendorId = FJavaWrapper::FindField(Env, InputDeviceInfoClass, "vendorId", "I", bIsOptional);
InputDeviceInfo_ProductId = FJavaWrapper::FindField(Env, InputDeviceInfoClass, "productId", "I", bIsOptional);
InputDeviceInfo_ControllerId = FJavaWrapper::FindField(Env, InputDeviceInfoClass, "controllerId", "I", bIsOptional);
InputDeviceInfo_Name = FJavaWrapper::FindField(Env, InputDeviceInfoClass, "name", "Ljava/lang/String;", bIsOptional);
InputDeviceInfo_Descriptor = FJavaWrapper::FindField(Env, InputDeviceInfoClass, "descriptor", "Ljava/lang/String;", bIsOptional);
/** GooglePlay services */
FindGooglePlayMethods(Env);
/** GooglePlay billing services */
FindGooglePlayBillingMethods(Env);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
// get field IDs for LaunchNotificationClass class members
LaunchNotificationClass = FindClassGlobalRef(Env, "com/epicgames/unreal/GameActivity$LaunchNotification", bIsOptional);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
LaunchNotificationUsed = FJavaWrapper::FindField(Env, LaunchNotificationClass, "used", "Z", bIsOptional);
LaunchNotificationEvent = FJavaWrapper::FindField(Env, LaunchNotificationClass, "event", "Ljava/lang/String;", bIsOptional);
LaunchNotificationFireDate = FJavaWrapper::FindField(Env, LaunchNotificationClass, "fireDate", "I", bIsOptional);
ThreadClass = FindClassGlobalRef(Env, "java/lang/Thread", bIsOptional);
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3636795) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 2932765 by Nick.Whiting Merging updated license files for Oculus libraries Change 3480552 by Dustin.Holmes Added map and gamemode for calibration #jira UEVR-808 Change 3502253 by Nick.Whiting Trying to fix up p4's botch of the merge Change 3513736 by Keli.Hlodversson Move duplicated late update code into a common FLateUpdateManager #jira UEVR-893 Change 3514798 by Mike.Beach #4.17 Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings). #jira UE-42634 Change 3516042 by Dustin.Holmes Runtime handedness changes in Vive controllers are now reflected when a new device is connected. Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had. Change 3517781 by Keli.Hlodversson Remove unused local variable bUseCustomPresentTexture Change 3517951 by Mike.Beach #4.17 Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use. #jira UE-43685 Change 3518142 by Mike.Beach #4.17 Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array). Change 3523183 by Ryan.Vance #jira UE-46493, UEVR-661 Fixes GearVR only displaying a black screen on startup Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled Adding mobile multi-view direct support to Daydream Change 3523718 by Nick.Whiting Adding core controller recentering delegate, and moving Google over to that system. Change 3527263 by Dan.Oconnor Mirror 3526925 for Nick Donaldson Change 3533596 by Dustin.Holmes Add garbage matte map, gamemode, and blueprints. Change 3533598 by Dustin.Holmes Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node. Change 3538139 by Mike.Beach Moving Oculus debug shader directly into Oculus plugin. #jira UE-47134 Change 3543185 by Nick.Atamas Address UEVR-891 : Merge in changes to Google Tango plugin. #jira UEVR-891 Change 3543285 by Nick.Atamas Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... : Fixed UEVR-852: Adjusted Google Tango Plugins copyright to Copyright Google 2017. Removed Apache 2.0 license. Change 3545505 by Nick.Atamas Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization. Change 3547549 by Jeff.Fisher Fixing DefaultSpectatorScreenController comment. Change 3551339 by Ryan.Vance #jira UE-44947 Editor primitives we not being handled correctly with ISR. Change 3554169 by Dustin.Holmes Reconcile missed Mixed Reality blueprint Change 3566825 by Mike.Beach Fixing some bad merges from Main (fallout from CL 3566309) Change 3567143 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3567572 by Mike.Beach [WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed). Change 3569116 by Jeff.Fisher Mixed reality build breaks for PS4 -Module is dependent on steamvr, so don't build it for PS4. -Removed unused class that doesn't compile with clang. Change 3569362 by Mike.Beach Organizing MR plugin content, to make way for new calibration modes. Change 3572802 by Jeff.Fisher UEVR-832 Add save/load system for calibrated camera settings -Moved MixedRealityConfigurationSaveGame to c++. #review-3571779 #jira UEVR-832 Change 3573864 by Mike.Beach [WIP] Initial work on MR cam alignment controller - records point/frustum data from user input. Change 3575900 by Jeff.Fisher Vive spectator flat rect expanded to match other platforms. -The vive 'full flat eye' rect was narrower than other platforms. Expanded it to be closer to the other platforms. Change 3578684 by Mike.Beach Static analysis fixes for CIS. #jira UE-48204, UE-48203, UE-48206 Change 3579460 by Mike.Beach [WIP] New calibration mode for camera alignment. #jira UEVR-785 Change 3581232 by Mike.Beach [WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured. #jira UEVR-832 Change 3588411 by Mike.Beach [WIP] Adding calibration for compositing (chroma color, etc.). #jira UEVR-785 Change 3588541 by Mike.Beach [WIP] Cleaning up some display issues with the MR calibration. #jira UEVR-785 Change 3588680 by Mike.Beach Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.). Change 3588694 by Mike.Beach Renaming the MR calibration pawn (since it doesn't do any calibrating itself). Change 3591518 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3591671 by Ryan.Vance Debug stereo layer support This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd. Change 3591812 by Ryan.Vance Don't snap motion controllers to the origin when tracking is lost. Change 3594681 by Mike.Beach [WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3596679 by Mike.Beach CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration. Change 3598191 by Jeff.Fisher UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data. -Created MixedRealityGarbageMatteCaptureComponent. An instance of this is spawned by and attached to MixedRealityCaptureComponent. Saved config data is loaded into it. It spawns a garbage matte actor. It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent). #jira UEVR-807 #review-3598179 Change 3598276 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3598332 by Mike.Beach Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR). Change 3605271 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3608490 by Jeff.Fisher UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode. UEVR-988 SpectatorScreen Flickering UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture -Test level content for all of these bugs. Change 3608883 by Jeff.Fisher UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data. -Set material to use the garbage matte render target. Change 3613292 by Mike.Beach Moving header fcn decl up, under the proper interface section (for organization's sake). Change 3616943 by Nick.Whiting Updating SteamVR libraries to 1.0.9, so we can bring back macOS support Change 3616970 by Nick.Whiting Adding in steamvr visible area mesh support. Can be toggled with vr.SteamVR.UseVisibleAreaMesh Change 3617866 by Mike.Beach Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on). Change 3620108 by Mike.Beach [WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment. Change 3620982 by Mike.Beach Tying off some loose ends with the MR calibration map: * Saving after each calibration phase * Fixing blocked input from garbage matte creation * Blocking input handling while exiting/previewing * Adding minimum radius for random screen pt Change 3621551 by Mike.Beach [MR] Leveraging camera support in the new media framework - working for limited cameras in calibration. Change 3621552 by Mike.Beach [MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout. Change 3621660 by Mike.Beach [MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties). Change 3623323 by Dustin.Holmes Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports Change 3625900 by Keli.Hlodversson Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens. Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152. #jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio) Change 3628409 by Mike.Beach Speculative CIS fix. #jira UE-49339 Change 3628440 by Nick.Whiting Fix for SteamVR OSX build issues Change 3628489 by Nick.Whiting Fix for win32 build break Change 3629045 by Mike.Beach Shadowed variable name fix (CIS). Change 3629202 by Arciel.Rekman Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR) Change 3629340 by Nick.Atamas Unshelved and resolved changes from Oculus. Change 3629772 by Ryan.Vance Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway. Change 3629833 by Mike.Beach Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning #jira UE-49376 Change 3630696 by Jeff.Fisher UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors Switching an include to a forward declaration -Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good. Change 3630783 by Mike.Beach Fixing CIS compiler failures for our vehicle templates. #jira UE-49417 Change 3630802 by Mike.Beach Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well) #jira UE-49417 Change 3630870 by Mike.Beach Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it. #jira UE-49376 Change 3630993 by Ryan.Vance Check to ensure we have a valid third camera before trying to use it. We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now. Change 3631322 by Jeff.Fisher UEVR-909 PIP in Garbage Matte -Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent. This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte. Then the mask is able to capture that actor live as it is edited. -Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor. -Calibration level now uses the external garbage matte actor to let the garbate matte mask live update. It also does a picture-in-picture preview of the mixed reality scene. 'P' can show/hide the garbage matte actor on that PIP preview. -Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material. With this one can make unmasked video pixels more obvious in the output. The calibration level has this mapped to shift-P and makes pixels bright yellow to white. -Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture. That is bound to ctrl-g. -GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin. The calibration level now saves garbage matte mesh transforms relative to the vr origin. -The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin. -Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there. #review-3618345 #jira UEVR-909 Change 3631362 by Keli.Hlodversson #jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black. Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget. Change 3631887 by Jeff.Fisher Fixing IsActiveThisFrame build break. Change 3632206 by Nick.Atamas Fix for UE-49413. Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD. Change 3632264 by Nick.Whiting Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor. Change 3632340 by Nick.Atamas Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist. Original description below. Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending* [Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687) Change 3632353 by Ryan.Vance #jira UE-49468 Don't apply xr camera rotation on the player controller when not using xr tracking. Change 3632735 by Keli.Hlodversson Better fix for #jira UE-49413. Revert oculus xr camera code and use that one can have more than one view extension registered instead. Use GetPriority to have the OculusHMD view extension code execute after the default xr camera. The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update. Fixes a crash when entering VR pie twice, back to back. Change 3632752 by Keli.Hlodversson Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22 [Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge //UE4/Partner-Oculus to //UE4/Dev-VR/... Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim. Change 3633211 by Mike.Beach Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally. Change 3633315 by Jeff.Fisher merge from main with dev-platform problem children -expecting SDRBackBuffer stuff to be wrong. Change 3634006 by Mike.Beach Resurecting Oculus clip plane settings which got dropped in the IXR refactor. #jira UE-49520 Change 3634639 by Keli.Hlodversson Avoid include cycle https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1 Change 3634641 by Jeff.Fisher UE-49535 Lighting is blown out when playing in VR Preview on Vive -Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format. #review-3634623 Change 3634682 by Jeff.Fisher IHeadMountedDisplay forward declarations needed. Change 3634690 by Ryan.Vance We can't override the screen percentage when rendering for stereo #jira UE-49287 Change 3635970 by Keli.Hlodversson #jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h Verify that StereoRendering is valid before calling IsStereoEnabled() Change 3635979 by Mike.Beach CIS static analysis fix - checking a ptr for null before we use it. #jira UE-49531 Change 3636059 by Mike.Beach Fixing XR system name aliasing for the -hmd command. [CL 3638830 by Ryan Vance in Main branch]
2017-09-12 11:27:30 -04:00
CurrentThreadMethod = FindStaticMethod(Env, ThreadClass, "currentThread", "()Ljava/lang/Thread;", bIsOptional);
SetNameMethod = FindMethod(Env, ThreadClass, "setName", "(Ljava/lang/String;)V", bIsOptional);
AndroidThunkJava_RestartApplication = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_RestartApplication", "(Ljava/lang/String;)V", bIsOptional);
// display refresh rates
AndroidThunkJava_GetNativeDisplayRefreshRate = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetNativeDisplayRefreshRate", "()I", bIsOptional);
AndroidThunkJava_SetNativeDisplayRefreshRate = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_SetNativeDisplayRefreshRate", "(I)Z", bIsOptional);
AndroidThunkJava_GetSupportedNativeDisplayRefreshRates = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_GetSupportedNativeDisplayRefreshRates", "()[I", bIsOptional);
// motion controls
AndroidThunkJava_EnableMotion = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_EnableMotion", "(Z)V", bIsOptional);
// the rest are optional
bIsOptional = true;
// SurfaceView functionality for view scaling on some devices
AndroidThunkJava_UseSurfaceViewWorkaround = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_UseSurfaceViewWorkaround", "()V", bIsOptional);
AndroidThunkJava_SetDesiredViewSize = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_SetDesiredViewSize", "(II)V", bIsOptional);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
AndroidThunkJava_VirtualInputIgnoreClick = FindMethod(Env, GameActivityClassID, "AndroidThunkJava_VirtualInputIgnoreClick", "(II)Z", bIsOptional);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
SetupEmbeddedCommunication(Env);
}
void FJavaWrapper::FindGooglePlayMethods(JNIEnv* Env)
{
bool bIsOptional = true;
// @todo split GooglePlay
// GoogleServicesClassID = FindClass(Env, "com/epicgames/unreal/GoogleServices", bIsOptional);
GoogleServicesClassID = GameActivityClassID;
AndroidThunkJava_ResetAchievements = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_ResetAchievements", "()V", bIsOptional);
AndroidThunkJava_ShowAdBanner = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_ShowAdBanner", "(Ljava/lang/String;Z)V", bIsOptional);
AndroidThunkJava_HideAdBanner = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_HideAdBanner", "()V", bIsOptional);
AndroidThunkJava_CloseAdBanner = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_CloseAdBanner", "()V", bIsOptional);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. 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 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 Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
AndroidThunkJava_LoadInterstitialAd = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_LoadInterstitialAd", "(Ljava/lang/String;)V", bIsOptional);
AndroidThunkJava_IsInterstitialAdAvailable = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IsInterstitialAdAvailable", "()Z", bIsOptional);
AndroidThunkJava_IsInterstitialAdRequested = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IsInterstitialAdRequested", "()Z", bIsOptional);
AndroidThunkJava_ShowInterstitialAd = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_ShowInterstitialAd", "()V", bIsOptional);
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
AndroidThunkJava_GetAdvertisingId = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_GetAdvertisingId", "()Ljava/lang/String;", bIsOptional);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
AndroidThunkJava_GoogleClientConnect = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_GoogleClientConnect", "()V", bIsOptional);
AndroidThunkJava_GoogleClientDisconnect = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_GoogleClientDisconnect", "()V", bIsOptional);
}
void FJavaWrapper::FindGooglePlayBillingMethods(JNIEnv* Env)
{
// In app purchase functionality
bool bSupportsInAppPurchasing = false;
if (!GConfig->GetBool(TEXT("OnlineSubsystemGooglePlay.Store"), TEXT("bSupportsInAppPurchasing"), bSupportsInAppPurchasing, GEngineIni))
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("[JNI] - Failed to determine if app purchasing is enabled!"));
}
bool bIsStoreOptional = !bSupportsInAppPurchasing;
JavaStringClass = FindClassGlobalRef(Env, "java/lang/String", false);
AndroidThunkJava_IapSetupService = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapSetupService", "(Ljava/lang/String;)V", bIsStoreOptional);
AndroidThunkJava_IapQueryInAppPurchases = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapQueryInAppPurchases", "([Ljava/lang/String;)Z", bIsStoreOptional);
AndroidThunkJava_IapBeginPurchase = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapBeginPurchase", "(Ljava/lang/String;Ljava/lang/String;)Z", bIsStoreOptional);
AndroidThunkJava_IapIsAllowedToMakePurchases = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapIsAllowedToMakePurchases", "()Z", bIsStoreOptional);
AndroidThunkJava_IapRestorePurchases = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapRestorePurchases", "([Ljava/lang/String;[Z)Z", bIsStoreOptional);
AndroidThunkJava_IapConsumePurchase = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapConsumePurchase", "(Ljava/lang/String;)Z", bIsStoreOptional);
AndroidThunkJava_IapQueryExistingPurchases = FindMethod(Env, GoogleServicesClassID, "AndroidThunkJava_IapQueryExistingPurchases", "()Z", bIsStoreOptional);
}
jclass FJavaWrapper::FindClass(JNIEnv* Env, const ANSICHAR* ClassName, bool bIsOptional)
{
jclass Class = Env->FindClass(ClassName);
CHECK_JNI_RESULT(Class);
return Class;
}
jclass FJavaWrapper::FindClassGlobalRef(JNIEnv* Env, const ANSICHAR* ClassName, bool bIsOptional)
{
auto LocalClass = NewScopedJavaObject(Env, Env->FindClass(ClassName));
CHECK_JNI_RESULT(*LocalClass);
if (LocalClass)
{
return (jclass)Env->NewGlobalRef(*LocalClass);
}
return nullptr;
}
jmethodID FJavaWrapper::FindMethod(JNIEnv* Env, jclass Class, const ANSICHAR* MethodName, const ANSICHAR* MethodSignature, bool bIsOptional)
{
jmethodID Method = Class == NULL ? NULL : Env->GetMethodID(Class, MethodName, MethodSignature);
CHECK_JNI_RESULT(Method);
return Method;
}
jmethodID FJavaWrapper::FindStaticMethod(JNIEnv* Env, jclass Class, const ANSICHAR* MethodName, const ANSICHAR* MethodSignature, bool bIsOptional)
{
jmethodID Method = Class == NULL ? NULL : Env->GetStaticMethodID(Class, MethodName, MethodSignature);
CHECK_JNI_RESULT(Method);
return Method;
}
jfieldID FJavaWrapper::FindField(JNIEnv* Env, jclass Class, const ANSICHAR* FieldName, const ANSICHAR* FieldType, bool bIsOptional)
{
jfieldID Field = Class == NULL ? NULL : Env->GetFieldID(Class, FieldName, FieldType);
CHECK_JNI_RESULT(Field);
return Field;
}
void FJavaWrapper::CallVoidMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
// make sure the function exists
if (Method == NULL || Object == NULL)
{
return;
}
va_list Args;
va_start(Args, Method);
Env->CallVoidMethodV(Object, Method, Args);
va_end(Args);
}
jobject FJavaWrapper::CallObjectMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
if (Method == NULL || Object == NULL)
{
return NULL;
}
va_list Args;
va_start(Args, Method);
jobject Return = Env->CallObjectMethodV(Object, Method, Args);
va_end(Args);
return Return;
}
int32 FJavaWrapper::CallIntMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
if (Method == NULL || Object == NULL)
{
return 0;
}
va_list Args;
va_start(Args, Method);
jint Return = Env->CallIntMethodV(Object, Method, Args);
va_end(Args);
return (int32)Return;
}
int64 FJavaWrapper::CallLongMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
if (Method == NULL || Object == NULL)
{
return 0;
}
va_list Args;
va_start(Args, Method);
jlong Return = Env->CallLongMethodV(Object, Method, Args);
va_end(Args);
return (int64)Return;
}
float FJavaWrapper::CallFloatMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
if (Method == NULL || Object == NULL)
{
return 0.0f;
}
va_list Args;
va_start(Args, Method);
jfloat Return = Env->CallFloatMethodV(Object, Method, Args);
va_end(Args);
return (float)Return;
}
double FJavaWrapper::CallDoubleMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
if (Method == NULL || Object == NULL)
{
return 0.0;
}
va_list Args;
va_start(Args, Method);
jdouble Return = Env->CallDoubleMethodV(Object, Method, Args);
va_end(Args);
return (double)Return;
}
bool FJavaWrapper::CallBooleanMethod(JNIEnv* Env, jobject Object, jmethodID Method, ...)
{
if (Method == NULL || Object == NULL)
{
return false;
}
va_list Args;
va_start(Args, Method);
jboolean Return = Env->CallBooleanMethodV(Object, Method, Args);
va_end(Args);
return (bool)Return;
}
//Declare all the static members of the class defs
jclass FJavaWrapper::GameActivityClassID;
jobject FJavaWrapper::GameActivityThis;
jmethodID FJavaWrapper::AndroidThunkJava_ShowConsoleWindow;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
jmethodID FJavaWrapper::AndroidThunkJava_ShowVirtualKeyboardInputDialog;
jmethodID FJavaWrapper::AndroidThunkJava_HideVirtualKeyboardInputDialog;
jmethodID FJavaWrapper::AndroidThunkJava_ShowVirtualKeyboardInput;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_HideVirtualKeyboardInput;
jmethodID FJavaWrapper::AndroidThunkJava_LaunchURL;
jmethodID FJavaWrapper::AndroidThunkJava_GetAssetManager;
jmethodID FJavaWrapper::AndroidThunkJava_Minimize;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_ClipboardCopy;
jmethodID FJavaWrapper::AndroidThunkJava_ClipboardPaste;
jmethodID FJavaWrapper::AndroidThunkJava_ForceQuit;
jmethodID FJavaWrapper::AndroidThunkJava_GetFontDirectory;
jmethodID FJavaWrapper::AndroidThunkJava_Vibrate;
jmethodID FJavaWrapper::AndroidThunkJava_IsMusicActive;
jmethodID FJavaWrapper::AndroidThunkJava_IsScreensaverEnabled;
jmethodID FJavaWrapper::AndroidThunkJava_KeepScreenOn;
jmethodID FJavaWrapper::AndroidThunkJava_InitHMDs;
jmethodID FJavaWrapper::AndroidThunkJava_DismissSplashScreen;
jmethodID FJavaWrapper::AndroidThunkJava_ShowProgressDialog;
jmethodID FJavaWrapper::AndroidThunkJava_UpdateProgressDialog;
jmethodID FJavaWrapper::AndroidThunkJava_GetInputDeviceInfo;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_IsGamepadAttached;
jmethodID FJavaWrapper::AndroidThunkJava_HasMetaDataKey;
jmethodID FJavaWrapper::AndroidThunkJava_GetMetaDataBoolean;
jmethodID FJavaWrapper::AndroidThunkJava_GetMetaDataInt;
jmethodID FJavaWrapper::AndroidThunkJava_GetMetaDataLong;
jmethodID FJavaWrapper::AndroidThunkJava_GetMetaDataFloat;
jmethodID FJavaWrapper::AndroidThunkJava_GetMetaDataString;
jmethodID FJavaWrapper::AndroidThunkJava_IsOculusMobileApplication;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_RegisterForRemoteNotifications;
jmethodID FJavaWrapper::AndroidThunkJava_UnregisterForRemoteNotifications;
jmethodID FJavaWrapper::AndroidThunkJava_IsAllowedRemoteNotifications;
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_ShowHiddenAlertDialog;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_LocalNotificationScheduleAtTime;
jmethodID FJavaWrapper::AndroidThunkJava_LocalNotificationClearAll;
jmethodID FJavaWrapper::AndroidThunkJava_LocalNotificationExists;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_LocalNotificationGetLaunchNotification;
jmethodID FJavaWrapper::AndroidThunkJava_LocalNotificationDestroyIfExists;
jmethodID FJavaWrapper::AndroidThunkJava_GetNetworkConnectionType;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_GetAndroidId;
jmethodID FJavaWrapper::AndroidThunkJava_ShareURL;
jmethodID FJavaWrapper::AndroidThunkJava_IsPackageInstalled;
jmethodID FJavaWrapper::AndroidThunkJava_LaunchPackage;
jmethodID FJavaWrapper::AndroidThunkJava_SendBroadcast;
jmethodID FJavaWrapper::AndroidThunkJava_HasIntentExtrasKey;
jmethodID FJavaWrapper::AndroidThunkJava_GetIntentExtrasBoolean;
jmethodID FJavaWrapper::AndroidThunkJava_GetIntentExtrasInt;
jmethodID FJavaWrapper::AndroidThunkJava_GetIntentExtrasString;
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
jmethodID FJavaWrapper::AndroidThunkJava_SetSustainedPerformanceMode;
jmethodID FJavaWrapper::AndroidThunkJava_PushSensorEvents;
jmethodID FJavaWrapper::AndroidThunkJava_IsScreenCaptureDisabled;
jmethodID FJavaWrapper::AndroidThunkJava_DisableScreenCapture;
jmethodID FJavaWrapper::AndroidThunkJava_SetOrientation;
jclass FJavaWrapper::InputDeviceInfoClass;
jfieldID FJavaWrapper::InputDeviceInfo_VendorId;
jfieldID FJavaWrapper::InputDeviceInfo_ProductId;
jfieldID FJavaWrapper::InputDeviceInfo_ControllerId;
jfieldID FJavaWrapper::InputDeviceInfo_Name;
jfieldID FJavaWrapper::InputDeviceInfo_Descriptor;
jclass FJavaWrapper::GoogleServicesClassID;
jobject FJavaWrapper::GoogleServicesThis;
jmethodID FJavaWrapper::AndroidThunkJava_ResetAchievements;
jmethodID FJavaWrapper::AndroidThunkJava_ShowAdBanner;
jmethodID FJavaWrapper::AndroidThunkJava_HideAdBanner;
jmethodID FJavaWrapper::AndroidThunkJava_CloseAdBanner;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. 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 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 Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_LoadInterstitialAd;
jmethodID FJavaWrapper::AndroidThunkJava_IsInterstitialAdAvailable;
jmethodID FJavaWrapper::AndroidThunkJava_IsInterstitialAdRequested;
jmethodID FJavaWrapper::AndroidThunkJava_ShowInterstitialAd;
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_GetAdvertisingId;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_GoogleClientConnect;
jmethodID FJavaWrapper::AndroidThunkJava_GoogleClientDisconnect;
jclass FJavaWrapper::JavaStringClass;
jmethodID FJavaWrapper::AndroidThunkJava_IapSetupService;
jmethodID FJavaWrapper::AndroidThunkJava_IapQueryInAppPurchases;
jmethodID FJavaWrapper::AndroidThunkJava_IapBeginPurchase;
jmethodID FJavaWrapper::AndroidThunkJava_IapIsAllowedToMakePurchases;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
jmethodID FJavaWrapper::AndroidThunkJava_IapRestorePurchases;
jmethodID FJavaWrapper::AndroidThunkJava_IapQueryExistingPurchases;
jmethodID FJavaWrapper::AndroidThunkJava_IapConsumePurchase;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
jmethodID FJavaWrapper::AndroidThunkJava_UseSurfaceViewWorkaround;
jmethodID FJavaWrapper::AndroidThunkJava_SetDesiredViewSize;
jmethodID FJavaWrapper::AndroidThunkJava_VirtualInputIgnoreClick;
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
jmethodID FJavaWrapper::AndroidThunkJava_RestartApplication;
jmethodID FJavaWrapper::AndroidThunkJava_GetSupportedNativeDisplayRefreshRates;
jmethodID FJavaWrapper::AndroidThunkJava_GetNativeDisplayRefreshRate;
jmethodID FJavaWrapper::AndroidThunkJava_SetNativeDisplayRefreshRate;
jmethodID FJavaWrapper::AndroidThunkJava_EnableMotion;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
jclass FJavaWrapper::LaunchNotificationClass;
jfieldID FJavaWrapper::LaunchNotificationUsed;
jfieldID FJavaWrapper::LaunchNotificationEvent;
jfieldID FJavaWrapper::LaunchNotificationFireDate;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3636795) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 2932765 by Nick.Whiting Merging updated license files for Oculus libraries Change 3480552 by Dustin.Holmes Added map and gamemode for calibration #jira UEVR-808 Change 3502253 by Nick.Whiting Trying to fix up p4's botch of the merge Change 3513736 by Keli.Hlodversson Move duplicated late update code into a common FLateUpdateManager #jira UEVR-893 Change 3514798 by Mike.Beach #4.17 Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings). #jira UE-42634 Change 3516042 by Dustin.Holmes Runtime handedness changes in Vive controllers are now reflected when a new device is connected. Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had. Change 3517781 by Keli.Hlodversson Remove unused local variable bUseCustomPresentTexture Change 3517951 by Mike.Beach #4.17 Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use. #jira UE-43685 Change 3518142 by Mike.Beach #4.17 Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array). Change 3523183 by Ryan.Vance #jira UE-46493, UEVR-661 Fixes GearVR only displaying a black screen on startup Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled Adding mobile multi-view direct support to Daydream Change 3523718 by Nick.Whiting Adding core controller recentering delegate, and moving Google over to that system. Change 3527263 by Dan.Oconnor Mirror 3526925 for Nick Donaldson Change 3533596 by Dustin.Holmes Add garbage matte map, gamemode, and blueprints. Change 3533598 by Dustin.Holmes Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node. Change 3538139 by Mike.Beach Moving Oculus debug shader directly into Oculus plugin. #jira UE-47134 Change 3543185 by Nick.Atamas Address UEVR-891 : Merge in changes to Google Tango plugin. #jira UEVR-891 Change 3543285 by Nick.Atamas Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... : Fixed UEVR-852: Adjusted Google Tango Plugins copyright to Copyright Google 2017. Removed Apache 2.0 license. Change 3545505 by Nick.Atamas Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization. Change 3547549 by Jeff.Fisher Fixing DefaultSpectatorScreenController comment. Change 3551339 by Ryan.Vance #jira UE-44947 Editor primitives we not being handled correctly with ISR. Change 3554169 by Dustin.Holmes Reconcile missed Mixed Reality blueprint Change 3566825 by Mike.Beach Fixing some bad merges from Main (fallout from CL 3566309) Change 3567143 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3567572 by Mike.Beach [WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed). Change 3569116 by Jeff.Fisher Mixed reality build breaks for PS4 -Module is dependent on steamvr, so don't build it for PS4. -Removed unused class that doesn't compile with clang. Change 3569362 by Mike.Beach Organizing MR plugin content, to make way for new calibration modes. Change 3572802 by Jeff.Fisher UEVR-832 Add save/load system for calibrated camera settings -Moved MixedRealityConfigurationSaveGame to c++. #review-3571779 #jira UEVR-832 Change 3573864 by Mike.Beach [WIP] Initial work on MR cam alignment controller - records point/frustum data from user input. Change 3575900 by Jeff.Fisher Vive spectator flat rect expanded to match other platforms. -The vive 'full flat eye' rect was narrower than other platforms. Expanded it to be closer to the other platforms. Change 3578684 by Mike.Beach Static analysis fixes for CIS. #jira UE-48204, UE-48203, UE-48206 Change 3579460 by Mike.Beach [WIP] New calibration mode for camera alignment. #jira UEVR-785 Change 3581232 by Mike.Beach [WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured. #jira UEVR-832 Change 3588411 by Mike.Beach [WIP] Adding calibration for compositing (chroma color, etc.). #jira UEVR-785 Change 3588541 by Mike.Beach [WIP] Cleaning up some display issues with the MR calibration. #jira UEVR-785 Change 3588680 by Mike.Beach Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.). Change 3588694 by Mike.Beach Renaming the MR calibration pawn (since it doesn't do any calibrating itself). Change 3591518 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3591671 by Ryan.Vance Debug stereo layer support This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd. Change 3591812 by Ryan.Vance Don't snap motion controllers to the origin when tracking is lost. Change 3594681 by Mike.Beach [WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3596679 by Mike.Beach CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration. Change 3598191 by Jeff.Fisher UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data. -Created MixedRealityGarbageMatteCaptureComponent. An instance of this is spawned by and attached to MixedRealityCaptureComponent. Saved config data is loaded into it. It spawns a garbage matte actor. It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent). #jira UEVR-807 #review-3598179 Change 3598276 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3598332 by Mike.Beach Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR). Change 3605271 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3608490 by Jeff.Fisher UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode. UEVR-988 SpectatorScreen Flickering UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture -Test level content for all of these bugs. Change 3608883 by Jeff.Fisher UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data. -Set material to use the garbage matte render target. Change 3613292 by Mike.Beach Moving header fcn decl up, under the proper interface section (for organization's sake). Change 3616943 by Nick.Whiting Updating SteamVR libraries to 1.0.9, so we can bring back macOS support Change 3616970 by Nick.Whiting Adding in steamvr visible area mesh support. Can be toggled with vr.SteamVR.UseVisibleAreaMesh Change 3617866 by Mike.Beach Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on). Change 3620108 by Mike.Beach [WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment. Change 3620982 by Mike.Beach Tying off some loose ends with the MR calibration map: * Saving after each calibration phase * Fixing blocked input from garbage matte creation * Blocking input handling while exiting/previewing * Adding minimum radius for random screen pt Change 3621551 by Mike.Beach [MR] Leveraging camera support in the new media framework - working for limited cameras in calibration. Change 3621552 by Mike.Beach [MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout. Change 3621660 by Mike.Beach [MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties). Change 3623323 by Dustin.Holmes Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports Change 3625900 by Keli.Hlodversson Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens. Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152. #jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio) Change 3628409 by Mike.Beach Speculative CIS fix. #jira UE-49339 Change 3628440 by Nick.Whiting Fix for SteamVR OSX build issues Change 3628489 by Nick.Whiting Fix for win32 build break Change 3629045 by Mike.Beach Shadowed variable name fix (CIS). Change 3629202 by Arciel.Rekman Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR) Change 3629340 by Nick.Atamas Unshelved and resolved changes from Oculus. Change 3629772 by Ryan.Vance Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway. Change 3629833 by Mike.Beach Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning #jira UE-49376 Change 3630696 by Jeff.Fisher UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors Switching an include to a forward declaration -Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good. Change 3630783 by Mike.Beach Fixing CIS compiler failures for our vehicle templates. #jira UE-49417 Change 3630802 by Mike.Beach Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well) #jira UE-49417 Change 3630870 by Mike.Beach Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it. #jira UE-49376 Change 3630993 by Ryan.Vance Check to ensure we have a valid third camera before trying to use it. We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now. Change 3631322 by Jeff.Fisher UEVR-909 PIP in Garbage Matte -Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent. This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte. Then the mask is able to capture that actor live as it is edited. -Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor. -Calibration level now uses the external garbage matte actor to let the garbate matte mask live update. It also does a picture-in-picture preview of the mixed reality scene. 'P' can show/hide the garbage matte actor on that PIP preview. -Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material. With this one can make unmasked video pixels more obvious in the output. The calibration level has this mapped to shift-P and makes pixels bright yellow to white. -Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture. That is bound to ctrl-g. -GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin. The calibration level now saves garbage matte mesh transforms relative to the vr origin. -The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin. -Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there. #review-3618345 #jira UEVR-909 Change 3631362 by Keli.Hlodversson #jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black. Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget. Change 3631887 by Jeff.Fisher Fixing IsActiveThisFrame build break. Change 3632206 by Nick.Atamas Fix for UE-49413. Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD. Change 3632264 by Nick.Whiting Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor. Change 3632340 by Nick.Atamas Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist. Original description below. Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending* [Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687) Change 3632353 by Ryan.Vance #jira UE-49468 Don't apply xr camera rotation on the player controller when not using xr tracking. Change 3632735 by Keli.Hlodversson Better fix for #jira UE-49413. Revert oculus xr camera code and use that one can have more than one view extension registered instead. Use GetPriority to have the OculusHMD view extension code execute after the default xr camera. The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update. Fixes a crash when entering VR pie twice, back to back. Change 3632752 by Keli.Hlodversson Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22 [Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge //UE4/Partner-Oculus to //UE4/Dev-VR/... Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim. Change 3633211 by Mike.Beach Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally. Change 3633315 by Jeff.Fisher merge from main with dev-platform problem children -expecting SDRBackBuffer stuff to be wrong. Change 3634006 by Mike.Beach Resurecting Oculus clip plane settings which got dropped in the IXR refactor. #jira UE-49520 Change 3634639 by Keli.Hlodversson Avoid include cycle https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1 Change 3634641 by Jeff.Fisher UE-49535 Lighting is blown out when playing in VR Preview on Vive -Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format. #review-3634623 Change 3634682 by Jeff.Fisher IHeadMountedDisplay forward declarations needed. Change 3634690 by Ryan.Vance We can't override the screen percentage when rendering for stereo #jira UE-49287 Change 3635970 by Keli.Hlodversson #jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h Verify that StereoRendering is valid before calling IsStereoEnabled() Change 3635979 by Mike.Beach CIS static analysis fix - checking a ptr for null before we use it. #jira UE-49531 Change 3636059 by Mike.Beach Fixing XR system name aliasing for the -hmd command. [CL 3638830 by Ryan Vance in Main branch]
2017-09-12 11:27:30 -04:00
jclass FJavaWrapper::ThreadClass;
jmethodID FJavaWrapper::CurrentThreadMethod;
jmethodID FJavaWrapper::SetNameMethod;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
//Game-specific crash reporter
void EngineCrashHandler(const FGenericCrashContext& GenericContext)
{
const FAndroidCrashContext& Context = static_cast<const FAndroidCrashContext&>(GenericContext);
static int32 bHasEntered = 0;
if (FPlatformAtomics::InterlockedCompareExchange(&bHasEntered, 1, 0) == 0)
{
const SIZE_T StackTraceSize = 65535;
ANSICHAR StackTrace[StackTraceSize];
StackTrace[0] = 0;
// Walk the stack and dump it to the allocated memory.
FPlatformStackWalk::StackWalkAndDump(StackTrace, StackTraceSize, 0, Context.Context);
UE_LOG(LogEngine, Error, TEXT("\n%s\n"), ANSI_TO_TCHAR(StackTrace));
if (GLog)
{
GLog->Panic();
}
if (GWarn)
{
GWarn->Flush();
}
}
}
bool AndroidThunkCpp_IsScreensaverEnabled()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// call the java side
return FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsScreensaverEnabled);
}
return true;
}
void AndroidThunkCpp_KeepScreenOn(bool Enable)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// call the java side
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_KeepScreenOn, Enable);
}
}
void AndroidThunkCpp_Vibrate(int32 Duration)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// call the java side
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_Vibrate, Duration);
}
}
// Call the Java side code for initializing VR HMD modules
void AndroidThunkCpp_InitHMDs()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_InitHMDs);
}
}
void AndroidThunkCpp_DismissSplashScreen()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_DismissSplashScreen);
}
}
void AndroidThunkCpp_ShowProgressDialog(bool bShow, const FString& Message, bool bHorizontal, int32 MaxValue)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto JavaMessage = FJavaHelper::ToJavaString(Env, Message);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ShowProgressDialog, bShow, *JavaMessage, bHorizontal, MaxValue);
}
}
void AndroidThunkCpp_UpdateProgressDialog(int32 Value)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_UpdateProgressDialog, Value);
}
}
bool AndroidThunkCpp_GetInputDeviceInfo(int32 deviceId, FAndroidInputDeviceInfo &results)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto deviceInfo = NewScopedJavaObject(Env, (jobject)Env->CallObjectMethod(FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetInputDeviceInfo, deviceId));
if (Env->ExceptionCheck())
{
Env->ExceptionDescribe();
Env->ExceptionClear();
}
else if (deviceInfo)
{
bool bIsOptional = false;
results.DeviceId = deviceId;
results.VendorId = (int32)Env->GetIntField(*deviceInfo, FJavaWrapper::InputDeviceInfo_VendorId);
results.ProductId = (int32)Env->GetIntField(*deviceInfo, FJavaWrapper::InputDeviceInfo_ProductId);
results.ControllerId = (int32)Env->GetIntField(*deviceInfo, FJavaWrapper::InputDeviceInfo_ControllerId);
results.Name = FJavaHelper::FStringFromLocalRef(Env, (jstring)Env->GetObjectField(*deviceInfo, FJavaWrapper::InputDeviceInfo_Name));
results.Descriptor = FJavaHelper::FStringFromLocalRef(Env, (jstring)Env->GetObjectField(*deviceInfo, FJavaWrapper::InputDeviceInfo_Descriptor));
return true;
}
}
// failed
results.DeviceId = deviceId;
results.VendorId = 0;
results.ProductId = 0;
results.ControllerId = -1;
results.Name = FString("Unknown");
results.Descriptor = FString("Unknown");
return false;
}
bool AndroidThunkCpp_VirtualInputIgnoreClick(int32 x, int32 y)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_VirtualInputIgnoreClick, x, y);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
return Result;
}
void AndroidThunkCpp_RestartApplication(const FString& IntentString)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, IntentString);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_RestartApplication, *Argument);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
}
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_WebViewVisible(JNIEnv* jenv, jobject thiz, jboolean bShown)
{
GWebViewShown = bShown;
}
bool AndroidThunkCpp_IsWebViewShown()
{
return GWebViewShown;
}
//Set GVirtualKeyboardShown.This function is declared in the Java-defined class, GameActivity.java: "public native void nativeVirtualKeyboardVisible(boolean bShown)"
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeVirtualKeyboardVisible(JNIEnv* jenv, jobject thiz, jboolean bShown)
{
GVirtualKeyboardShown = bShown;
//remove reference so the object can be clicked again to show the virtual keyboard
if (!bShown)
{
VirtualKeyboardWidget.Reset();
}
}
bool AndroidThunkCpp_IsVirtuaKeyboardShown()
{
return GVirtualKeyboardShown;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
bool AndroidThunkCpp_IsGamepadAttached()
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsGamepadAttached);
}
return Result;
}
bool AndroidThunkCpp_HasMetaDataKey(const FString& Key)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_HasMetaDataKey, *Argument);
}
return Result;
}
bool AndroidThunkCpp_GetMetaDataBoolean(const FString& Key)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetMetaDataBoolean, *Argument);
}
return Result;
}
int32 AndroidThunkCpp_GetMetaDataInt(const FString& Key)
{
int32 Result = 0;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaWrapper::CallIntMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetMetaDataInt, *Argument);
}
return Result;
}
int64 AndroidThunkCpp_GetMetaDataLong(const FString& Key)
{
int64 Result = 0;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = (int64)FJavaWrapper::CallLongMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetMetaDataLong, *Argument);
}
return Result;
}
float AndroidThunkCpp_GetMetaDataFloat(const FString& Key)
{
float Result = 0.0f;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = (float)FJavaWrapper::CallFloatMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetMetaDataFloat, *Argument);
}
return Result;
}
FString AndroidThunkCpp_GetMetaDataString(const FString& Key)
{
FString Result = FString("");
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaHelper::FStringFromLocalRef(Env, (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetMetaDataString, *Argument));
}
return Result;
}
bool AndroidThunkCpp_HasIntentExtrasKey(const FString& Key)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_HasIntentExtrasKey, *Argument);
}
return Result;
}
bool AndroidThunkCpp_GetIntentExtrasBoolean(const FString& Key)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetIntentExtrasBoolean, *Argument);
}
return Result;
}
int32 AndroidThunkCpp_GetIntentExtrasInt(const FString& Key)
{
int32 Result = 0;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaWrapper::CallIntMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetIntentExtrasInt, *Argument);
}
return Result;
}
FString AndroidThunkCpp_GetIntentExtrasString(const FString& Key)
{
FString Result = FString("");
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, Key);
Result = FJavaHelper::FStringFromLocalRef(Env, (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetIntentExtrasString, *Argument));
}
return Result;
}
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
void AndroidThunkCpp_SetSustainedPerformanceMode(bool bEnable)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_SetSustainedPerformanceMode, bEnable);
}
}
void AndroidThunkCpp_PushSensorEvents()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_PushSensorEvents);
}
}
bool AndroidThunkCpp_IsScreenCaptureDisabled()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// call the java side
return FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsScreenCaptureDisabled);
}
return true;
}
void AndroidThunkCpp_DisableScreenCapture(bool bDisable)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// call the java side
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_DisableScreenCapture, bDisable);
}
}
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
void AndroidThunkCpp_ShowHiddenAlertDialog()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ShowHiddenAlertDialog);
}
}
// call out to JNI to see if the application was packaged for Oculus Mobile
bool AndroidThunkCpp_IsOculusMobileApplication()
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
{
static int32 IsOculusMobileApplication = -1;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
if (IsOculusMobileApplication == -1)
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
{
IsOculusMobileApplication = 0;
if (FJavaWrapper::AndroidThunkJava_IsOculusMobileApplication)
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
IsOculusMobileApplication = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsOculusMobileApplication) ? 1 : 0;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
}
}
}
return IsOculusMobileApplication == 1;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
}
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
// call optional remote notification registration
void AndroidThunkCpp_RegisterForRemoteNotifications()
{
if (FJavaWrapper::AndroidThunkJava_RegisterForRemoteNotifications)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_RegisterForRemoteNotifications);
}
}
}
// call optional remote notification unregistration
void AndroidThunkCpp_UnregisterForRemoteNotifications()
{
if (FJavaWrapper::AndroidThunkJava_UnregisterForRemoteNotifications)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_UnregisterForRemoteNotifications);
}
}
}
bool AndroidThunkCpp_IsAllowedRemoteNotifications()
{
bool Result = false;
if (FJavaWrapper::AndroidThunkJava_UnregisterForRemoteNotifications)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsAllowedRemoteNotifications);
}
}
return Result;
}
void AndroidThunkCpp_ShowConsoleWindow()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// figure out all the possible texture formats that are allowed
TArray<FString> PossibleTargetPlatforms;
FPlatformMisc::GetValidTargetPlatforms(PossibleTargetPlatforms);
// separate the format suffixes with commas
FString ConsoleText;
for (int32 FormatIndex = 0; FormatIndex < PossibleTargetPlatforms.Num(); FormatIndex++)
{
const FString& Format = PossibleTargetPlatforms[FormatIndex];
int32 UnderscoreIndex;
if (Format.FindLastChar('_', UnderscoreIndex))
{
if (ConsoleText != TEXT(""))
{
ConsoleText += ", ";
}
ConsoleText += Format.Mid(UnderscoreIndex + 1);
}
}
// call the java side
auto ConsoleTextJava = FJavaHelper::ToJavaString(Env, ConsoleText);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ShowConsoleWindow, *ConsoleTextJava);
}
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
void AndroidThunkCpp_ShowVirtualKeyboardInputDialog(TSharedPtr<IVirtualKeyboardEntry> TextWidget, int32 InputType, const FString& Label, const FString& Contents)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// remember target widget for contents
VirtualKeyboardWidget = TextWidget;
// call the java side
auto LabelJava = FJavaHelper::ToJavaString(Env, Label);
auto ContentsJava = FJavaHelper::ToJavaString(Env, Contents);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ShowVirtualKeyboardInputDialog, InputType, *LabelJava, *ContentsJava);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
}
}
void AndroidThunkCpp_HideVirtualKeyboardInputDialog()
{
// Make sure virtual keyboard currently open
if (!VirtualKeyboardWidget.IsValid())
{
return;
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// ignore anything it might return
VirtualKeyboardWidget.Reset();
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// call the java side
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_HideVirtualKeyboardInputDialog);
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef VirtualKeyboardShown = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
{
FAndroidApplication::Get()->OnVirtualKeyboardHidden().Broadcast();
}, TStatId(), NULL, ENamedThreads::GameThread);
}
}
}
// This is called from the ViewTreeObserver.OnGlobalLayoutListener in GameActivity
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeVirtualKeyboardShown(JNIEnv* jenv, jobject thiz, jint left, jint top, jint right, jint bottom)
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
{
FPlatformRect ScreenRect(left, top, right, bottom);
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef VirtualKeyboardShown = FFunctionGraphTask::CreateAndDispatchWhenReady([ScreenRect]()
{
FAndroidApplication::Get()->OnVirtualKeyboardShown().Broadcast(ScreenRect);
}, TStatId(), NULL, ENamedThreads::GameThread);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #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 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
void AndroidThunkCpp_HideVirtualKeyboardInput()
{
// Make sure virtual keyboard currently open
if (!VirtualKeyboardWidget.IsValid())
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
{
return;
}
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// ignore anything it might return
VirtualKeyboardWidget.Reset();
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
// call the java side
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_HideVirtualKeyboardInput);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 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 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 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 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - 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 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
if( FTaskGraphInterface::IsRunning() )
{
FGraphEventRef VirtualKeyboardShown = FFunctionGraphTask::CreateAndDispatchWhenReady( [&]()
{
FAndroidApplication::Get()->OnVirtualKeyboardHidden().Broadcast();
}, TStatId(), NULL, ENamedThreads::GameThread );
}
}
}
void AndroidThunkCpp_ShowVirtualKeyboardInput(TSharedPtr<IVirtualKeyboardEntry> TextWidget, int32 InputType, const FString& Label, const FString& Contents)
{
//#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
if (VirtualKeyboardWidget.HasSameObject(TextWidget.Get()))
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("[JNI] - AndroidThunkCpp_ShowVirtualKeyboardInput same control"));
AndroidThunkCpp_HideVirtualKeyboardInput();
}
else if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// remember target widget for contents
VirtualKeyboardWidget = TextWidget;
// call the java side
auto LabelJava = FJavaHelper::ToJavaString(Env, Label);
auto ContentsJava = FJavaHelper::ToJavaString(Env, Contents);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ShowVirtualKeyboardInput, InputType, *LabelJava, *ContentsJava);
}
}
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeVirtualKeyboardResult(bool update, String contents);"
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeVirtualKeyboardResult(JNIEnv* jenv, jobject thiz, jboolean update, jstring contents)
{
// update text widget with new contents if OK pressed
if (update == JNI_TRUE)
{
if (VirtualKeyboardWidget.IsValid())
{
auto Contents = FJavaHelper::FStringFromParam(jenv, contents);
// call to set the widget text on game thread
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef SetWidgetText = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
{
TSharedPtr<IVirtualKeyboardEntry> LockedKeyboardWidget(VirtualKeyboardWidget.Pin());
if (LockedKeyboardWidget.IsValid())
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
{
LockedKeyboardWidget->SetTextFromVirtualKeyboard(FText::FromString(Contents), ETextEntryType::TextEntryAccepted);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
}
// release reference
VirtualKeyboardWidget.Reset();
}, TStatId(), NULL, ENamedThreads::GameThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(SetWidgetText);
}
else
{
// release reference
VirtualKeyboardWidget.Reset();
}
}
}
else
{
// release reference
VirtualKeyboardWidget.Reset();
}
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeVirtualKeyboardChanged(String contents);"
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeVirtualKeyboardChanged(JNIEnv* jenv, jobject thiz, jstring contents)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
{
if (VirtualKeyboardWidget.IsValid())
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
{
auto Contents = FJavaHelper::FStringFromParam(jenv, contents);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
// call to set the widget text on game thread
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef SetWidgetText = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
{
TSharedPtr<IVirtualKeyboardEntry> LockedKeyboardWidget(VirtualKeyboardWidget.Pin());
if (LockedKeyboardWidget.IsValid())
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
{
LockedKeyboardWidget->SetTextFromVirtualKeyboard(FText::FromString(Contents), ETextEntryType::TextEntryUpdated);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}, TStatId(), NULL, ENamedThreads::GameThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(SetWidgetText);
}
}
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeVirtualKeyboardSendKey(JNIEnv* jenv, jobject thiz, jint keyCode)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
{
FDeferredAndroidMessage Message;
Message.messageType = MessageType_KeyDown;
Message.KeyEventData.keyId = keyCode;
FAndroidInputInterface::DeferMessage(Message);
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeVirtualKeyboardSendSelection(JNIEnv* jenv, jobject thiz, jint selStart, jint selEnd)
{
// call to set the widget selection on game thread
if (VirtualKeyboardWidget.IsValid())
{
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef SetWidgetSelection = FFunctionGraphTask::CreateAndDispatchWhenReady([&, selStart, selEnd]()
{
TSharedPtr<IVirtualKeyboardEntry> LockedKeyboardWidget(VirtualKeyboardWidget.Pin());
if (LockedKeyboardWidget.IsValid())
{
LockedKeyboardWidget->SetSelectionFromVirtualKeyboard(selStart, selEnd);
}
}, TStatId(), NULL, ENamedThreads::GameThread);
}
}
}
void AndroidThunkCpp_LaunchURL(const FString& URL)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto Argument = FJavaHelper::ToJavaString(Env, URL);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LaunchURL, *Argument);
}
}
void AndroidThunkCpp_ResetAchievements()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_ResetAchievements);
}
}
void AndroidThunkCpp_ShowAdBanner(const FString& AdUnitID, bool bShowOnBottomOfScreen)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto AdUnitIDArg = FJavaHelper::ToJavaString(Env, AdUnitID);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_ShowAdBanner, *AdUnitIDArg, bShowOnBottomOfScreen);
}
}
void AndroidThunkCpp_HideAdBanner()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_HideAdBanner);
}
}
void AndroidThunkCpp_CloseAdBanner()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_CloseAdBanner);
}
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. 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 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 Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
void AndroidThunkCpp_LoadInterstitialAd(const FString& AdUnitID)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto AdUnitIDArg = FJavaHelper::ToJavaString(Env, AdUnitID);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_LoadInterstitialAd, *AdUnitIDArg);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. 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 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 Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
}
}
bool AndroidThunkCpp_IsInterstitialAdAvailable()
{
bool bIsAdAvailable = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
bIsAdAvailable = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IsInterstitialAdAvailable);
}
return bIsAdAvailable;
}
bool AndroidThunkCpp_IsInterstitialAdRequested()
{
bool bIsAdRequested = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
bIsAdRequested = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IsInterstitialAdRequested);
}
return bIsAdRequested;
}
void AndroidThunkCpp_ShowInterstitialAd()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_ShowInterstitialAd);
}
}
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
FString AndroidThunkCpp_GetAdvertisingId()
{
FString adIdResult = FString("");
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
adIdResult = FJavaHelper::FStringFromLocalRef(Env, (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_GetAdvertisingId));
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
}
return adIdResult;
}
FString AndroidThunkCpp_GetAndroidId()
{
FString androidIdResult = FString("");
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
androidIdResult = FJavaHelper::FStringFromLocalRef(Env, (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetAndroidId));
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
}
return androidIdResult;
}
void AndroidThunkCpp_ShareURL(const FString& URL, const FText& Description, const FText& SharePrompt, int32 LocationHintX, int32 LocationHintY)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto URLArg = FJavaHelper::ToJavaString(Env, URL);
auto DescArg = FJavaHelper::ToJavaString(Env, Description.ToString());
auto PromptArg = FJavaHelper::ToJavaString(Env, SharePrompt.ToString());
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ShareURL, *URLArg, *DescArg, *PromptArg, LocationHintX, LocationHintY);
}
}
bool AndroidThunkCpp_IsPackageInstalled(const FString& PackageName)
{
bool result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto PackageNameArg = FJavaHelper::ToJavaString(Env, PackageName);
result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsPackageInstalled, *PackageNameArg);
}
return result;
}
bool AndroidThunkCpp_LaunchPackage(const FString& PackageName, const FString& ExtraKey, const FString& ExtraValue)
{
bool result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto PackageNameArg = FJavaHelper::ToJavaString(Env, PackageName);
auto ExtraKeyArg = FJavaHelper::ToJavaString(Env, ExtraKey);
auto ExtraValueArg = FJavaHelper::ToJavaString(Env, ExtraValue);
result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LaunchPackage, *PackageNameArg, *ExtraKeyArg, *ExtraValueArg);
}
return result;
}
bool AndroidThunkCpp_SendBroadcast(const FString& PackageName, const FString& ExtraKey, const FString& ExtraValue, bool bExit)
{
bool result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto PackageNameArg = FJavaHelper::ToJavaString(Env, PackageName);
auto ExtraKeyArg = FJavaHelper::ToJavaString(Env, ExtraKey);
auto ExtraValueArg = FJavaHelper::ToJavaString(Env, ExtraValue);
result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_SendBroadcast, *PackageNameArg, *ExtraKeyArg, *ExtraValueArg, bExit);
}
return result;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
void AndroidThunkCpp_GoogleClientConnect()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_GoogleClientConnect);
}
}
void AndroidThunkCpp_GoogleClientDisconnect()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_GoogleClientDisconnect);
}
}
namespace
{
jobject GJavaAssetManager = NULL;
AAssetManager* GAssetManagerRef = NULL;
}
jobject AndroidJNI_GetJavaAssetManager()
{
if (!GJavaAssetManager)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto local = NewScopedJavaObject(Env, FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetAssetManager));
GJavaAssetManager = (jobject)Env->NewGlobalRef(*local);
}
}
return GJavaAssetManager;
}
AAssetManager * AndroidThunkCpp_GetAssetManager()
{
if (!GAssetManagerRef)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
jobject JavaAssetMgr = AndroidJNI_GetJavaAssetManager();
GAssetManagerRef = AAssetManager_fromJava(Env, JavaAssetMgr);
}
}
return GAssetManagerRef;
}
void AndroidThunkCpp_Minimize()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_Minimize);
}
}
void AndroidThunkCpp_ForceQuit()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ForceQuit);
}
}
void AndroidThunkCpp_SetOrientation(int32 Value)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_SetOrientation, Value);
}
}
bool AndroidThunkCpp_IsMusicActive()
{
bool bIsActive = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
bIsActive = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_IsMusicActive);
}
return bIsActive;
}
void AndroidThunkCpp_Iap_SetupIapService(const FString& InProductKey)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto ProductKey = FJavaHelper::ToJavaString(Env, InProductKey);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapSetupService, *ProductKey);
}
}
bool AndroidThunkCpp_Iap_QueryInAppPurchases(const TArray<FString>& ProductIDs)
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("[JNI] - AndroidThunkCpp_Iap_QueryInAppPurchases"));
bool bResult = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
CHECK_JNI_METHOD(FJavaWrapper::AndroidThunkJava_IapQueryInAppPurchases);
// Populate some java types with the provided product information
auto ProductIDArray = NewScopedJavaObject(Env, (jobjectArray)Env->NewObjectArray(ProductIDs.Num(), FJavaWrapper::JavaStringClass, NULL));
if (ProductIDArray)
{
for (uint32 Param = 0; Param < ProductIDs.Num(); Param++)
{
auto StringValue = FJavaHelper::ToJavaString(Env, ProductIDs[Param]);
Env->SetObjectArrayElement(*ProductIDArray, Param, *StringValue);
}
// Execute the java code for this operation
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapQueryInAppPurchases, *ProductIDArray);
}
}
return bResult;
}
bool AndroidThunkCpp_Iap_QueryInAppPurchases(const TArray<FString>& ProductIDs, const TArray<bool>& bConsumable)
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("AndroidThunkCpp_Iap_QueryInAppPurchases DEPRECATED, won't use consumables array"));
return AndroidThunkCpp_Iap_QueryInAppPurchases(ProductIDs);
}
bool AndroidThunkCpp_Iap_BeginPurchase(const FString& ProductID, const FString& AccountId)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_BeginPurchase %s"), *ProductID);
bool bResult = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
CHECK_JNI_METHOD(FJavaWrapper::AndroidThunkJava_IapBeginPurchase);
auto ProductIdJava = FJavaHelper::ToJavaString(Env, ProductID);
if (AccountId.IsEmpty())
{
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapBeginPurchase, *ProductIdJava, nullptr);
}
else
{
auto ObfuscatedAccountIdJava = FJavaHelper::ToJavaString(Env, AccountId);
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapBeginPurchase, *ProductIdJava, *ObfuscatedAccountIdJava);
}
}
return bResult;
}
bool AndroidThunkCpp_Iap_BeginPurchase(const FString& ProductID, const bool bConsumable)
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("AndroidThunkCpp_Iap_BeginPurchase DEPRECATED, won't use consumable flag"));
return AndroidThunkCpp_Iap_BeginPurchase(ProductID, FString());
}
bool AndroidThunkCpp_Iap_ConsumePurchase(const FString& ProductToken)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_ConsumePurchase %s"), *ProductToken);
bool bResult = false;
if (!ProductToken.IsEmpty())
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
CHECK_JNI_METHOD(FJavaWrapper::AndroidThunkJava_IapConsumePurchase);
auto ProductTokenJava = FJavaHelper::ToJavaString(Env, ProductToken);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_ConsumePurchase BEGIN"));
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapConsumePurchase, *ProductTokenJava);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_ConsumePurchase END"));
}
}
return bResult;
}
bool AndroidThunkCpp_Iap_QueryExistingPurchases()
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_QueryExistingPurchases"));
bool bResult = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
CHECK_JNI_METHOD(FJavaWrapper::AndroidThunkJava_IapQueryExistingPurchases);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_QueryExistingPurchases BEGIN"));
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapQueryExistingPurchases);
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[JNI] - AndroidThunkCpp_Iap_QueryExistingPurchases END"));
}
return bResult;
}
bool AndroidThunkCpp_Iap_IsAllowedToMakePurchases()
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("[JNI] - AndroidThunkCpp_Iap_IsAllowedToMakePurchases"));
bool bResult = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
CHECK_JNI_METHOD(FJavaWrapper::AndroidThunkJava_IapIsAllowedToMakePurchases);
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapIsAllowedToMakePurchases);
}
return bResult;
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
bool AndroidThunkCpp_Iap_RestorePurchases(const TArray<FString>& ProductIDs, const TArray<bool>& bConsumable)
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("[JNI] - AndroidThunkCpp_Iap_RestorePurchases"));
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
bool bResult = false;
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
CHECK_JNI_METHOD(FJavaWrapper::AndroidThunkJava_IapRestorePurchases);
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
// Populate some java types with the provided product information
auto ProductIDArray = NewScopedJavaObject(Env, (jobjectArray)Env->NewObjectArray(ProductIDs.Num(), FJavaWrapper::JavaStringClass, NULL));
auto ConsumeArray = NewScopedJavaObject(Env, (jbooleanArray)Env->NewBooleanArray(ProductIDs.Num()));
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
jboolean* ConsumeArrayValues = Env->GetBooleanArrayElements(*ConsumeArray, 0);
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
for (uint32 Param = 0; Param < ProductIDs.Num(); Param++)
{
auto StringValue = FJavaHelper::ToJavaString(Env, ProductIDs[Param]);
Env->SetObjectArrayElement(*ProductIDArray, Param, *StringValue);
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
ConsumeArrayValues[Param] = bConsumable[Param];
}
Env->ReleaseBooleanArrayElements(*ConsumeArray, ConsumeArrayValues, 0);
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
// Execute the java code for this operation
bResult = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GoogleServicesThis, FJavaWrapper::AndroidThunkJava_IapRestorePurchases, *ProductIDArray, *ConsumeArray);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== 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 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 Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
return bResult;
}
void AndroidThunkCpp_UseSurfaceViewWorkaround()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_UseSurfaceViewWorkaround);
}
}
void AndroidThunkCpp_SetDesiredViewSize(int32 Width, int32 Height)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_SetDesiredViewSize, Width, Height);
}
// #if BUILD_EMBEDDED_APP
// also send info to native wrapper around embedded
FEmbeddedCallParamsHelper Helper;
Helper.Command = TEXT("setueresolution");
Helper.Parameters = { {TEXT("width"), LexToString(Width)}, {TEXT("height"), LexToString(Height)} };
FEmbeddedDelegates::GetEmbeddedToNativeParamsDelegateForSubsystem(TEXT("native")).Broadcast(Helper);
// #endif
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
}
int32 AndroidThunkCpp_ScheduleLocalNotificationAtTime(const FDateTime& FireDateTime, bool LocalTime, const FText& Title, const FText& Body, const FText& Action, const FString& ActivationEvent)
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
{
//Convert FireDateTime to yyyy-MM-dd HH:mm:ss in order to pass to java
FString FireDateTimeFormatted = FString::FromInt(FireDateTime.GetYear()) + "-" + FString::FromInt(FireDateTime.GetMonth()) + "-" + FString::FromInt(FireDateTime.GetDay()) + " " + FString::FromInt(FireDateTime.GetHour()) + ":" + FString::FromInt(FireDateTime.GetMinute()) + ":" + FString::FromInt(FireDateTime.GetSecond());
JNIEnv* Env = FAndroidApplication::GetJavaEnv();
if (Env != NULL)
{
auto jFireDateTime = FJavaHelper::ToJavaString(Env, FireDateTimeFormatted);
auto jTitle = FJavaHelper::ToJavaString(Env, Title.ToString());
auto jBody = FJavaHelper::ToJavaString(Env, Body.ToString());
auto jAction = FJavaHelper::ToJavaString(Env, Action.ToString());
auto jActivationEvent = FJavaHelper::ToJavaString(Env, ActivationEvent);
return FJavaWrapper::CallIntMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LocalNotificationScheduleAtTime, *jFireDateTime, LocalTime, *jTitle, *jBody, *jAction, *jActivationEvent);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
}
return -1;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
}
void AndroidThunkCpp_GetLaunchNotification(bool& NotificationLaunchedApp, FString& ActivationEvent, int32& FireDate)
{
bool bIsOptional = false;
NotificationLaunchedApp = false;
ActivationEvent = "";
FireDate = 0;
JNIEnv* Env = FAndroidApplication::GetJavaEnv();
if (Env != NULL)
{
auto launchInfo = NewScopedJavaObject(Env, (jobject)Env->CallObjectMethod(FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LocalNotificationGetLaunchNotification));
if (launchInfo && FJavaWrapper::LaunchNotificationUsed != 0)
{
NotificationLaunchedApp = (bool)Env->GetBooleanField(*launchInfo, FJavaWrapper::LaunchNotificationUsed);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
ActivationEvent = FJavaHelper::FStringFromLocalRef(Env, (jstring)Env->GetObjectField(*launchInfo, FJavaWrapper::LaunchNotificationEvent));
FireDate = (int32)Env->GetIntField(*launchInfo, FJavaWrapper::LaunchNotificationFireDate);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
}
}
void AndroidThunkCpp_ClearAllLocalNotifications()
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LocalNotificationClearAll);
}
}
bool AndroidThunkCpp_LocalNotificationExists(int32 NotificationId)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LocalNotificationExists, NotificationId);
}
return Result;
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== 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 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 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix 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 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 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 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 Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
bool AndroidThunkCpp_DestroyScheduledNotificationIfExists(int32 NotificationId)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_LocalNotificationDestroyIfExists, NotificationId);
}
return Result;
}
int32 AndroidThunkCpp_GetNetworkConnectionType()
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
{
int32 result = -1;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
result = FJavaWrapper::CallIntMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetNetworkConnectionType);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
}
return result;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
}
//The JNI_OnLoad function is triggered by loading the game library from
//the Java source file.
// static
// {
// System.loadLibrary("MyGame");
// }
//
// Use the JNI_OnLoad function to map all the class IDs and method IDs to their respective
// variables. That way, later when the Java functions need to be called, the IDs will be ready.
// It is much slower to keep looking up the class and method IDs.
JNIEXPORT jint JNI_OnLoad(JavaVM* InJavaVM, void* InReserved)
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("In the JNI_OnLoad function"));
JNIEnv* Env = NULL;
InJavaVM->GetEnv((void **)&Env, JNI_CURRENT_VERSION);
// if you have problems with stuff being missing especially in distribution builds then it could be because proguard is stripping things from java
// check proguard-project.txt and see if your stuff is included in the exceptions
GJavaVM = InJavaVM;
FAndroidApplication::InitializeJavaEnv(GJavaVM, JNI_CURRENT_VERSION, FJavaWrapper::GameActivityThis);
FJavaWrapper::FindClassesAndMethods(Env);
// hook signals
if (!FPlatformMisc::IsDebuggerPresent() || GAlwaysReportCrash)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
// disable crash handler.. getting better stack traces from system for now
//FPlatformMisc::SetCrashHandler(EngineCrashHandler);
}
// Cache path to external storage
auto EnvClass = NewScopedJavaObject(Env, Env->FindClass("android/os/Environment"));
jmethodID getExternalStorageDir = Env->GetStaticMethodID(*EnvClass, "getExternalStorageDirectory", "()Ljava/io/File;");
auto externalStoragePath = NewScopedJavaObject(Env, Env->CallStaticObjectMethod(*EnvClass, getExternalStorageDir, nullptr));
jmethodID getFilePath = Env->GetMethodID(Env->FindClass("java/io/File"), "getPath", "()Ljava/lang/String;");
// Copy that somewhere safe
GFilePathBase = FJavaHelper::FStringFromLocalRef(Env, (jstring)Env->CallObjectMethod(*externalStoragePath, getFilePath, nullptr));
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
GOBBFilePathBase = GFilePathBase;
GOBBMainFilePath = TEXT("");
GOBBPatchFilePath = TEXT("");
GOBBOverflow1FilePath = TEXT("");
GOBBOverflow2FilePath = TEXT("");
// then release...
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Path found as '%s'\n"), *GFilePathBase);
// Get the system font directory
GFontPathBase = FJavaHelper::FStringFromLocalRef(Env, (jstring)Env->CallStaticObjectMethod(FJavaWrapper::GameActivityClassID, FJavaWrapper::AndroidThunkJava_GetFontDirectory));
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Font Path found as '%s'\n"), *GFontPathBase);
// Wire up to core delegates, so core code can call out to Java
DECLARE_DELEGATE_OneParam(FAndroidLaunchURLDelegate, const FString&);
extern CORE_API FAndroidLaunchURLDelegate OnAndroidLaunchURL;
OnAndroidLaunchURL = FAndroidLaunchURLDelegate::CreateStatic(&AndroidThunkCpp_LaunchURL);
FPlatformMisc::LowLevelOutputDebugString(TEXT("In the JNI_OnLoad function 5"));
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3636795) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 2932765 by Nick.Whiting Merging updated license files for Oculus libraries Change 3480552 by Dustin.Holmes Added map and gamemode for calibration #jira UEVR-808 Change 3502253 by Nick.Whiting Trying to fix up p4's botch of the merge Change 3513736 by Keli.Hlodversson Move duplicated late update code into a common FLateUpdateManager #jira UEVR-893 Change 3514798 by Mike.Beach #4.17 Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings). #jira UE-42634 Change 3516042 by Dustin.Holmes Runtime handedness changes in Vive controllers are now reflected when a new device is connected. Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had. Change 3517781 by Keli.Hlodversson Remove unused local variable bUseCustomPresentTexture Change 3517951 by Mike.Beach #4.17 Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use. #jira UE-43685 Change 3518142 by Mike.Beach #4.17 Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array). Change 3523183 by Ryan.Vance #jira UE-46493, UEVR-661 Fixes GearVR only displaying a black screen on startup Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled Adding mobile multi-view direct support to Daydream Change 3523718 by Nick.Whiting Adding core controller recentering delegate, and moving Google over to that system. Change 3527263 by Dan.Oconnor Mirror 3526925 for Nick Donaldson Change 3533596 by Dustin.Holmes Add garbage matte map, gamemode, and blueprints. Change 3533598 by Dustin.Holmes Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node. Change 3538139 by Mike.Beach Moving Oculus debug shader directly into Oculus plugin. #jira UE-47134 Change 3543185 by Nick.Atamas Address UEVR-891 : Merge in changes to Google Tango plugin. #jira UEVR-891 Change 3543285 by Nick.Atamas Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... : Fixed UEVR-852: Adjusted Google Tango Plugins copyright to Copyright Google 2017. Removed Apache 2.0 license. Change 3545505 by Nick.Atamas Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization. Change 3547549 by Jeff.Fisher Fixing DefaultSpectatorScreenController comment. Change 3551339 by Ryan.Vance #jira UE-44947 Editor primitives we not being handled correctly with ISR. Change 3554169 by Dustin.Holmes Reconcile missed Mixed Reality blueprint Change 3566825 by Mike.Beach Fixing some bad merges from Main (fallout from CL 3566309) Change 3567143 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3567572 by Mike.Beach [WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed). Change 3569116 by Jeff.Fisher Mixed reality build breaks for PS4 -Module is dependent on steamvr, so don't build it for PS4. -Removed unused class that doesn't compile with clang. Change 3569362 by Mike.Beach Organizing MR plugin content, to make way for new calibration modes. Change 3572802 by Jeff.Fisher UEVR-832 Add save/load system for calibrated camera settings -Moved MixedRealityConfigurationSaveGame to c++. #review-3571779 #jira UEVR-832 Change 3573864 by Mike.Beach [WIP] Initial work on MR cam alignment controller - records point/frustum data from user input. Change 3575900 by Jeff.Fisher Vive spectator flat rect expanded to match other platforms. -The vive 'full flat eye' rect was narrower than other platforms. Expanded it to be closer to the other platforms. Change 3578684 by Mike.Beach Static analysis fixes for CIS. #jira UE-48204, UE-48203, UE-48206 Change 3579460 by Mike.Beach [WIP] New calibration mode for camera alignment. #jira UEVR-785 Change 3581232 by Mike.Beach [WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured. #jira UEVR-832 Change 3588411 by Mike.Beach [WIP] Adding calibration for compositing (chroma color, etc.). #jira UEVR-785 Change 3588541 by Mike.Beach [WIP] Cleaning up some display issues with the MR calibration. #jira UEVR-785 Change 3588680 by Mike.Beach Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.). Change 3588694 by Mike.Beach Renaming the MR calibration pawn (since it doesn't do any calibrating itself). Change 3591518 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3591671 by Ryan.Vance Debug stereo layer support This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd. Change 3591812 by Ryan.Vance Don't snap motion controllers to the origin when tracking is lost. Change 3594681 by Mike.Beach [WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3596679 by Mike.Beach CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration. Change 3598191 by Jeff.Fisher UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data. -Created MixedRealityGarbageMatteCaptureComponent. An instance of this is spawned by and attached to MixedRealityCaptureComponent. Saved config data is loaded into it. It spawns a garbage matte actor. It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent). #jira UEVR-807 #review-3598179 Change 3598276 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3598332 by Mike.Beach Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR). Change 3605271 by Mike.Beach Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3608490 by Jeff.Fisher UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode. UEVR-988 SpectatorScreen Flickering UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture -Test level content for all of these bugs. Change 3608883 by Jeff.Fisher UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data. -Set material to use the garbage matte render target. Change 3613292 by Mike.Beach Moving header fcn decl up, under the proper interface section (for organization's sake). Change 3616943 by Nick.Whiting Updating SteamVR libraries to 1.0.9, so we can bring back macOS support Change 3616970 by Nick.Whiting Adding in steamvr visible area mesh support. Can be toggled with vr.SteamVR.UseVisibleAreaMesh Change 3617866 by Mike.Beach Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on). Change 3620108 by Mike.Beach [WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment. Change 3620982 by Mike.Beach Tying off some loose ends with the MR calibration map: * Saving after each calibration phase * Fixing blocked input from garbage matte creation * Blocking input handling while exiting/previewing * Adding minimum radius for random screen pt Change 3621551 by Mike.Beach [MR] Leveraging camera support in the new media framework - working for limited cameras in calibration. Change 3621552 by Mike.Beach [MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout. Change 3621660 by Mike.Beach [MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties). Change 3623323 by Dustin.Holmes Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports Change 3625900 by Keli.Hlodversson Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens. Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152. #jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio) Change 3628409 by Mike.Beach Speculative CIS fix. #jira UE-49339 Change 3628440 by Nick.Whiting Fix for SteamVR OSX build issues Change 3628489 by Nick.Whiting Fix for win32 build break Change 3629045 by Mike.Beach Shadowed variable name fix (CIS). Change 3629202 by Arciel.Rekman Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR) Change 3629340 by Nick.Atamas Unshelved and resolved changes from Oculus. Change 3629772 by Ryan.Vance Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway. Change 3629833 by Mike.Beach Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning #jira UE-49376 Change 3630696 by Jeff.Fisher UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors Switching an include to a forward declaration -Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good. Change 3630783 by Mike.Beach Fixing CIS compiler failures for our vehicle templates. #jira UE-49417 Change 3630802 by Mike.Beach Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well) #jira UE-49417 Change 3630870 by Mike.Beach Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it. #jira UE-49376 Change 3630993 by Ryan.Vance Check to ensure we have a valid third camera before trying to use it. We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now. Change 3631322 by Jeff.Fisher UEVR-909 PIP in Garbage Matte -Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent. This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte. Then the mask is able to capture that actor live as it is edited. -Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor. -Calibration level now uses the external garbage matte actor to let the garbate matte mask live update. It also does a picture-in-picture preview of the mixed reality scene. 'P' can show/hide the garbage matte actor on that PIP preview. -Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material. With this one can make unmasked video pixels more obvious in the output. The calibration level has this mapped to shift-P and makes pixels bright yellow to white. -Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture. That is bound to ctrl-g. -GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin. The calibration level now saves garbage matte mesh transforms relative to the vr origin. -The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin. -Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there. #review-3618345 #jira UEVR-909 Change 3631362 by Keli.Hlodversson #jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black. Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget. Change 3631887 by Jeff.Fisher Fixing IsActiveThisFrame build break. Change 3632206 by Nick.Atamas Fix for UE-49413. Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD. Change 3632264 by Nick.Whiting Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor. Change 3632340 by Nick.Atamas Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist. Original description below. Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending* [Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687) Change 3632353 by Ryan.Vance #jira UE-49468 Don't apply xr camera rotation on the player controller when not using xr tracking. Change 3632735 by Keli.Hlodversson Better fix for #jira UE-49413. Revert oculus xr camera code and use that one can have more than one view extension registered instead. Use GetPriority to have the OculusHMD view extension code execute after the default xr camera. The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update. Fixes a crash when entering VR pie twice, back to back. Change 3632752 by Keli.Hlodversson Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22 [Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge //UE4/Partner-Oculus to //UE4/Dev-VR/... Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim. Change 3633211 by Mike.Beach Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally. Change 3633315 by Jeff.Fisher merge from main with dev-platform problem children -expecting SDRBackBuffer stuff to be wrong. Change 3634006 by Mike.Beach Resurecting Oculus clip plane settings which got dropped in the IXR refactor. #jira UE-49520 Change 3634639 by Keli.Hlodversson Avoid include cycle https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1 Change 3634641 by Jeff.Fisher UE-49535 Lighting is blown out when playing in VR Preview on Vive -Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format. #review-3634623 Change 3634682 by Jeff.Fisher IHeadMountedDisplay forward declarations needed. Change 3634690 by Ryan.Vance We can't override the screen percentage when rendering for stereo #jira UE-49287 Change 3635970 by Keli.Hlodversson #jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h Verify that StereoRendering is valid before calling IsStereoEnabled() Change 3635979 by Mike.Beach CIS static analysis fix - checking a ptr for null before we use it. #jira UE-49531 Change 3636059 by Mike.Beach Fixing XR system name aliasing for the -hmd command. [CL 3638830 by Ryan Vance in Main branch]
2017-09-12 11:27:30 -04:00
return JNI_CURRENT_VERSION;
}
//Native-defined functions
//This function is declared in the Java-defined class, GameActivity.java: "public native void naativeSetObbFilePaths();"
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeSetObbFilePaths(JNIEnv* jenv, jobject thiz, jstring OBBMainFilePath, jstring OBBPatchFilePath, jstring OBBOverflow1FilePath, jstring OBBOverflow2FilePath)
{
GOBBMainFilePath = FJavaHelper::FStringFromParam(jenv, OBBMainFilePath);
GOBBPatchFilePath = FJavaHelper::FStringFromParam(jenv, OBBPatchFilePath);
GOBBOverflow1FilePath = FJavaHelper::FStringFromParam(jenv, OBBOverflow1FilePath);
GOBBOverflow2FilePath = FJavaHelper::FStringFromParam(jenv, OBBOverflow2FilePath);
}
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeSetGlobalActivity();"
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeSetGlobalActivity(JNIEnv* jenv, jobject thiz, jboolean bUseExternalFilesDir, jboolean bPublicLogFiles, jstring internalFilePath, jstring externalFilePath, jboolean bOBBinAPK, jstring APKFilename /*, jobject googleServices*/)
{
if (!FJavaWrapper::GameActivityThis)
{
GGameActivityThis = FJavaWrapper::GameActivityThis = jenv->NewGlobalRef(thiz);
if (!FJavaWrapper::GameActivityThis)
{
FPlatformMisc::LowLevelOutputDebugString(TEXT("Error setting the global GameActivity activity"));
check(false);
}
// This call is only to set the correct GameActivityThis
FAndroidApplication::InitializeJavaEnv(GJavaVM, JNI_CURRENT_VERSION, FJavaWrapper::GameActivityThis);
// @todo split GooglePlay, this needs to be passed in to this function
FJavaWrapper::GoogleServicesThis = FJavaWrapper::GameActivityThis;
// FJavaWrapper::GoogleServicesThis = jenv->NewGlobalRef(googleServices);
// Next we check to see if the OBB file is in the APK
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 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 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 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 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - 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 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
//jmethodID isOBBInAPKMethod = jenv->GetStaticMethodID(FJavaWrapper::GameActivityClassID, "isOBBInAPK", "()Z");
//GOBBinAPK = (bool)jenv->CallStaticBooleanMethod(FJavaWrapper::GameActivityClassID, isOBBInAPKMethod, nullptr);
GOBBinAPK = bOBBinAPK;
GAPKFilename = FJavaHelper::FStringFromParam(jenv, APKFilename);
GInternalFilePath = FJavaHelper::FStringFromParam(jenv, internalFilePath);
GExternalFilePath = FJavaHelper::FStringFromParam(jenv, externalFilePath);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
if (bUseExternalFilesDir)
{
#if UE_BUILD_SHIPPING
GFilePathBase = GInternalFilePath;
GOverrideAndroidLogDir = bPublicLogFiles;
#else
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
GFilePathBase = GExternalFilePath;
#endif
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("GFilePathBase Path override to'%s'\n"), *GFilePathBase);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
}
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("InternalFilePath found as '%s'\n"), *GInternalFilePath);
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("ExternalFilePath found as '%s'\n"), *GExternalFilePath);
}
}
JNI_METHOD bool Java_com_epicgames_unreal_GameActivity_nativeIsShippingBuild(JNIEnv* LocalJNIEnv, jobject LocalThiz)
{
#if UE_BUILD_SHIPPING
return JNI_TRUE;
#else
return JNI_FALSE;
#endif
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnActivityResult(JNIEnv* jenv, jobject thiz, jobject activity, jint requestCode, jint resultCode, jobject data)
{
FJavaWrapper::OnActivityResultDelegate.Broadcast(jenv, thiz, activity, requestCode, resultCode, data);
}
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
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeHandleSensorEvents(JNIEnv* jenv, jobject thiz, jfloatArray tilt, jfloatArray rotation_rate, jfloatArray gravity, jfloatArray acceleration)
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
{
jfloat* tiltFloatValues = jenv->GetFloatArrayElements(tilt, 0);
FVector current_tilt(tiltFloatValues[0], tiltFloatValues[1], tiltFloatValues[2]);
jenv->ReleaseFloatArrayElements(tilt, tiltFloatValues, 0);
jfloat* rotation_rate_FloatValues = jenv->GetFloatArrayElements(rotation_rate, 0);
FVector current_rotation_rate(rotation_rate_FloatValues[0], rotation_rate_FloatValues[1], rotation_rate_FloatValues[2]);
jenv->ReleaseFloatArrayElements(rotation_rate, rotation_rate_FloatValues, 0);
jfloat* gravity_FloatValues = jenv->GetFloatArrayElements(gravity, 0);
FVector current_gravity(gravity_FloatValues[0], gravity_FloatValues[1], gravity_FloatValues[2]);
jenv->ReleaseFloatArrayElements(gravity, gravity_FloatValues, 0);
jfloat* acceleration_FloatValues = jenv->GetFloatArrayElements(acceleration, 0);
FVector current_acceleration(acceleration_FloatValues[0], acceleration_FloatValues[1], acceleration_FloatValues[2]);
jenv->ReleaseFloatArrayElements(acceleration, acceleration_FloatValues, 0);
FAndroidInputInterface::QueueMotionData(current_tilt, current_rotation_rate, current_gravity, current_acceleration);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
void AndroidThunkCpp_ClipboardCopy(const FString& Str)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
auto JStr = FJavaHelper::ToJavaString(Env, Str);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ClipboardCopy, *JStr);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
}
}
FString AndroidThunkCpp_ClipboardPaste()
{
FString PasteStringResult = FString("");
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
PasteStringResult = FJavaHelper::FStringFromLocalRef(Env, (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_ClipboardPaste));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
}
return PasteStringResult;
}
TArray<int32> AndroidThunkCpp_GetSupportedNativeDisplayRefreshRates()
{
TArray<int32> Result;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
jintArray JavaIntArray = (jintArray)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetSupportedNativeDisplayRefreshRates);
if (JavaIntArray != nullptr)
{
jint* JavaInts = Env->GetIntArrayElements(JavaIntArray, 0);
if (JavaInts)
{
jsize IntsLen = Env->GetArrayLength(JavaIntArray);
Result.Empty(IntsLen);
for (int32 Idx = 0; Idx < IntsLen; Idx++)
{
Result.Add(JavaInts[Idx]);
}
Env->ReleaseIntArrayElements(JavaIntArray, JavaInts, 0);
}
Env->DeleteLocalRef(JavaIntArray);
}
}
return Result;
}
bool AndroidThunkCpp_SetNativeDisplayRefreshRate(int32 RefreshRate)
{
bool Result = false;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallBooleanMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_SetNativeDisplayRefreshRate, RefreshRate);
}
return Result;
}
int32 AndroidThunkCpp_GetNativeDisplayRefreshRate()
{
int32 Result = 60;
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
Result = FJavaWrapper::CallIntMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_GetNativeDisplayRefreshRate);
}
return Result;
}
void AndroidThunkCpp_EnableMotion(bool bEnable)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// call the java side
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_EnableMotion, bEnable);
}
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnSafetyNetAttestationSucceeded(JNIEnv* jenv, jobject thiz, jstring jwsData)
{
FString JwsString = FJavaHelper::FStringFromParam(jenv, jwsData);
// call to OnSafetyNetAttestationResultDelegate on game thread
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef SafetyNetAttestationSucceeded = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
{
FJavaWrapper::OnSafetyNetAttestationResultDelegate.Broadcast(true, JwsString, 0);
}, TStatId(), NULL, ENamedThreads::GameThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(SafetyNetAttestationSucceeded);
}
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnSafetyNetAttestationFailed(JNIEnv* jenv, jobject thiz, jint jwsValue)
{
// call to OnSafetyNetAttestationResultDelegate on game thread
if (FTaskGraphInterface::IsRunning())
{
FGraphEventRef SafetyNetAttestationFailed = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
{
FJavaWrapper::OnSafetyNetAttestationResultDelegate.Broadcast(false, FString(TEXT("")), jwsValue);
}, TStatId(), NULL, ENamedThreads::GameThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(SafetyNetAttestationFailed);
}
}
#include "Async/TaskGraphInterfaces.h"
static jmethodID ReplyMethod;
void AndroidThunkCpp_OnNativeToEmbeddedReply(FString ID, const FEmbeddedCommunicationMap& InReturnValues, FString InError, FString RoutingFunction)
{
if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
{
// marshall some data
#if !UE_BUILD_SHIPPING
UE_LOG(LogInit, Display, TEXT("Java call Id: %s, Routing Function: %s, Error %s, Params:"), *ID, *RoutingFunction, *InError);
#endif
// create a string array for the pairs
static auto StringClass = FJavaWrapper::FindClassGlobalRef(Env, "java/lang/String", false);
auto ReturnValues = NewScopedJavaObject(Env, Env->NewObjectArray(InReturnValues.Num() * 2, StringClass, 0));
int32 Index = 0;
for (auto It : InReturnValues)
{
auto KeyString = FJavaHelper::ToJavaString(Env, It.Key);
auto ValueString = FJavaHelper::ToJavaString(Env, It.Value);
Env->SetObjectArrayElement(*ReturnValues, Index++, *KeyString);
Env->SetObjectArrayElement(*ReturnValues, Index++, *ValueString);
#if !UE_BUILD_SHIPPING
UE_LOG(LogInit, Display, TEXT(" %s : %s"), *It.Key, *It.Value);
#endif
}
auto Error = FJavaHelper::ToJavaString(Env, InError);
// call back into java
auto IDReturn = FJavaHelper::ToJavaString(Env, ID);
auto RoutingFunctionReturn = FJavaHelper::ToJavaString(Env, RoutingFunction);
FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, ReplyMethod, *IDReturn, *ReturnValues, *Error, *RoutingFunctionReturn);
}
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_CallNativeToEmbedded(JNIEnv* jenv, jobject thiz, jstring InID, jint Priority, jstring InSubsystem, jstring InCommand, jobjectArray InParams, jstring InRoutingFunction)
{
#if BUILD_EMBEDDED_APP
auto Subsystem = FJavaHelper::FStringFromParam(jenv, InSubsystem);
auto Command = FJavaHelper::FStringFromParam(jenv, InCommand);
auto ID = FJavaHelper::FStringFromParam(jenv, InID);
auto RoutingFunction = FJavaHelper::FStringFromParam(jenv, InRoutingFunction);
FEmbeddedCallParamsHelper Helper;
Helper.Command = Command;
FName SubsystemName(*Subsystem);
FName CommandName = *FString::Printf(TEXT("%s_%s"), *Subsystem, *Command);
// wake up UE
FEmbeddedCommunication::KeepAwake(CommandName, false);
#if !UE_BUILD_SHIPPING
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("NativeToEmbeddedCall: Subsystem: %s, Command: %s, Params:"), *Subsystem, *Helper.Command);
#endif
if (InParams != nullptr)
{
int32 Count = jenv->GetArrayLength(InParams);
int32 Index = 0;
while (Index < Count)
{
auto javaKey = FJavaHelper::FStringFromLocalRef(jenv, (jstring)(jenv->GetObjectArrayElement(InParams, Index++)));
auto javaValue = FJavaHelper::FStringFromLocalRef(jenv, (jstring)(jenv->GetObjectArrayElement(InParams, Index++)));
Helper.Parameters.Add(javaKey, javaValue);
#if !UE_BUILD_SHIPPING
FPlatformMisc::LowLevelOutputDebugStringf(TEXT(" %s : %s"), *javaKey, *javaValue);
#endif
}
}
Helper.OnCompleteDelegate = [CommandName, ID, RoutingFunction](const FEmbeddedCommunicationMap& InReturnValues, FString InError)
{
// wake up UE
FEmbeddedCommunication::AllowSleep(CommandName);
AndroidThunkCpp_OnNativeToEmbeddedReply(ID, InReturnValues, InError, RoutingFunction);
};
FEmbeddedCommunication::RunOnGameThread(Priority, [SubsystemName, Helper]()
{
if (FEmbeddedDelegates::GetNativeToEmbeddedParamsDelegateForSubsystem(SubsystemName).IsBound())
{
FEmbeddedDelegates::GetNativeToEmbeddedParamsDelegateForSubsystem(SubsystemName).Broadcast(Helper);
}
else
{
Helper.OnCompleteDelegate({} , FString::Printf(TEXT("No one is listening to subsystem %s"), *SubsystemName.ToString()));
}
});
#endif // BUILD_EMBEDDED_APP
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_SetNamedObject(JNIEnv* jenv, jobject thiz, jstring InName, jobject InObj)
{
auto Name = FJavaHelper::FStringFromParam(jenv, InName);
FEmbeddedDelegates::SetNamedObject(Name, (void*)InObj);
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_KeepAwake(JNIEnv* jenv, jobject thiz, jstring InRequester, jboolean bIsForRendering)
{
auto Requester = FJavaHelper::FStringFromParam(jenv, InRequester);
FEmbeddedCommunication::KeepAwake(*Requester, bIsForRendering);
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_AllowSleep(JNIEnv* jenv, jobject thiz, jstring InRequester)
{
auto Requester = FJavaHelper::FStringFromParam(jenv, InRequester);
FEmbeddedCommunication::AllowSleep(*Requester);
}
#if !BUILD_EMBEDDED_APP
DEFINE_LOG_CATEGORY_STATIC(LogJava, Log, All);
#endif
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_UELogError(JNIEnv* jenv, jobject thiz, jstring InString)
{
const auto chars = jenv->GetStringUTFChars(InString, 0);
#if BUILD_EMBEDDED_APP
FEmbeddedCommunication::UELogError(UTF8_TO_TCHAR(chars));
#else
if (GLog && UE_LOG_ACTIVE(LogJava, Error))
{
GLog->Log("LogJava", ELogVerbosity::Error, UTF8_TO_TCHAR(chars));
}
#endif
jenv->ReleaseStringUTFChars(InString, chars);
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_UELogWarning(JNIEnv* jenv, jobject thiz, jstring InString)
{
const auto chars = jenv->GetStringUTFChars(InString, 0);
#if BUILD_EMBEDDED_APP
FEmbeddedCommunication::UELogWarning(UTF8_TO_TCHAR(chars));
#else
if (GLog && UE_LOG_ACTIVE(LogJava, Warning))
{
GLog->Log("LogJava", ELogVerbosity::Warning, UTF8_TO_TCHAR(chars));
}
#endif
jenv->ReleaseStringUTFChars(InString, chars);
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_UELogLog(JNIEnv* jenv, jobject thiz, jstring InString)
{
const auto chars = jenv->GetStringUTFChars(InString, 0);
#if BUILD_EMBEDDED_APP
FEmbeddedCommunication::UELogLog(UTF8_TO_TCHAR(chars));
#else
if (GLog && UE_LOG_ACTIVE(LogJava, Log))
{
GLog->Log("LogJava", ELogVerbosity::Log, UTF8_TO_TCHAR(chars));
}
#endif
jenv->ReleaseStringUTFChars(InString, chars);
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_UELogVerbose(JNIEnv* jenv, jobject thiz, jstring InString)
{
const auto chars = jenv->GetStringUTFChars(InString, 0);
#if BUILD_EMBEDDED_APP
FEmbeddedCommunication::UELogVerbose(UTF8_TO_TCHAR(chars));
#else
if (GLog && UE_LOG_ACTIVE(LogJava, Verbose))
{
GLog->Log("LogJava", ELogVerbosity::Verbose, UTF8_TO_TCHAR(chars));
}
#endif
jenv->ReleaseStringUTFChars(InString, chars);
}
void FJavaWrapper::SetupEmbeddedCommunication(JNIEnv* Env)
{
#if BUILD_EMBEDDED_APP
ReplyMethod = FJavaWrapper::FindMethod(Env, GGameActivityClassID, "AndroidThunkJava_OnNativeToEmbeddedReply", "(Ljava/lang/Object;[Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)V", false);
FEmbeddedDelegates::GetEmbeddedToNativeParamsDelegateForSubsystem(TEXT("webview")).AddLambda([](const FEmbeddedCallParamsHelper& InMessage)
{
UE_LOG(LogAndroid, Display, TEXT("Calling out from embedded to native for 'webview' subsystem:"));
AndroidThunkCpp_OnNativeToEmbeddedReply(InMessage.Command, InMessage.Parameters, TEXT(""), TEXT("webviewnotification"));
// @todo: Do we need to have results passed back? if so we will need a wrapper block that we pass in to all of the above handling things to call back
// same for ios
if (InMessage.OnCompleteDelegate != nullptr)
{
InMessage.OnCompleteDelegate(FEmbeddedCommunicationMap(), TEXT(""));
}
});
FEmbeddedDelegates::GetEmbeddedToNativeParamsDelegateForSubsystem(TEXT("native")).AddLambda([](const FEmbeddedCallParamsHelper& InMessage)
{
UE_LOG(LogAndroid, Display, TEXT("Calling out from embedded to native for 'native' subsystem:"));
AndroidThunkCpp_OnNativeToEmbeddedReply(InMessage.Command, InMessage.Parameters, TEXT(""), TEXT("native"));
// @todo: Do we need to have results passed back? if so we will need a wrapper block that we pass in to all of the above handling things to call back
// same for ios
if (InMessage.OnCompleteDelegate != nullptr)
{
InMessage.OnCompleteDelegate(FEmbeddedCommunicationMap(), TEXT(""));
}
});
#endif
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_ForwardNotification(JNIEnv* jenv, jobject thiz, jstring payload)
{
//
}
JNI_METHOD void Java_com_epicgames_unreal_NativeCalls_RouteServiceIntent(JNIEnv* jenv, jobject thiz, jstring InAction, jstring InPayload)
{
// call to OnSafetyNetAttestationResultDelegate on game thread
if (FTaskGraphInterface::IsRunning())
{
const char *nativeAction = jenv->GetStringUTFChars(InAction, 0);
FString Action = FString(nativeAction);
jenv->ReleaseStringUTFChars(InAction, nativeAction);
const char *nativePayload = jenv->GetStringUTFChars(InPayload, 0);
FString Payload = FString(nativePayload);
jenv->ReleaseStringUTFChars(InPayload, nativePayload);
FGraphEventRef RouteServiceIntentTask = FFunctionGraphTask::CreateAndDispatchWhenReady([Action, Payload]()
{
FJavaWrapper::OnRouteServiceIntentDelegate.Broadcast(Action, Payload);
}, TStatId(), NULL, ENamedThreads::GameThread);
}
}
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnThermalStatusChangedListener(JNIEnv* jenv, jobject thiz, jint Status)
{
FAndroidStats::OnThermalStatusChanged(Status);
}
static void OnTrimMessage(int MemoryTrimValue)
{
FAndroidPlatformMemory::UpdateOSMemoryStatus(FAndroidPlatformMemory::EOSMemoryStatusCategory::OSTrim, MemoryTrimValue);
FAndroidStats::OnTrimMemory(MemoryTrimValue);
}
#if !UE_BUILD_SHIPPING
FAutoConsoleCommand TestTrimMessage(
TEXT("android.TestTrimMessage"),
TEXT("testing only, android.TestTrimMessage int \n")
TEXT("int value must match expected values from android OS (see ComponentCallbacks2 api)\n")
TEXT("eg. android.TestTrimMessage 15")
,
FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray<FString>& Args)
{
if(Args.Num() > 0)
{
uint64 MemoryTrimValue = 0;
LexFromString(MemoryTrimValue, *Args[0]);
if(MemoryTrimValue)
{
OnTrimMessage(MemoryTrimValue);
}
}
}));
#endif
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeOnTrimMemory(JNIEnv* jenv, jobject thiz, jint MemoryTrimValue)
{
OnTrimMessage(MemoryTrimValue);
}
class FAndroidEmbeddedExec : public FSelfRegisteringExec
{
public:
FAndroidEmbeddedExec()
: FSelfRegisteringExec()
{
}
virtual bool Exec(UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar) override
{
if (FParse::Command(&Cmd, TEXT("Android")))
{
// commands to override and append commandline options for next boot (see FIOSCommandLineHelper)
if (FParse::Command(&Cmd, TEXT("HideWeb")))
{
AndroidThunkCpp_OnNativeToEmbeddedReply(TEXT("HideWeb"), {}, TEXT(""), TEXT("native"));
}
else if (FParse::Command(&Cmd, TEXT("ShowWeb")))
{
AndroidThunkCpp_OnNativeToEmbeddedReply(TEXT("ShowWeb"), {}, TEXT(""), TEXT("native"));
}
}
return false;
}
} GAndroidEmbeddedExec;
#endif