Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/Private/OpenGLShaderCompiler.cpp

1652 lines
52 KiB
C++
Raw Normal View History

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
// .
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 "CoreMinimal.h"
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Serialization/MemoryWriter.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
#include "ShaderFormatOpenGL.h"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include "Windows/PreWindowsApi.h"
#include <objbase.h>
#include <assert.h>
#include <stdio.h>
#include "Windows/PostWindowsApi.h"
#include "Windows/MinWindows.h"
#include "HideWindowsPlatformTypes.h"
#endif
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 "ShaderCore.h"
#include "ShaderPreprocessor.h"
#include "ShaderCompilerCommon.h"
#include "GlslBackend.h"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <GL/glcorearb.h>
#include <GL/glext.h>
#include <GL/wglext.h>
#include "HideWindowsPlatformTypes.h"
#elif PLATFORM_LINUX
#define GL_GLEXT_PROTOTYPES 1
#include <GL/glcorearb.h>
#include <GL/glext.h>
#include "SDL.h"
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
typedef SDL_Window* SDL_HWindow;
typedef SDL_GLContext SDL_HGLContext;
struct FPlatformOpenGLContext
{
SDL_HWindow hWnd;
SDL_HGLContext hGLContext; // this is a (void*) pointer
};
#elif PLATFORM_MAC
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#ifndef GL_COMPUTE_SHADER
#define GL_COMPUTE_SHADER 0x91B9
#endif
#ifndef GL_TESS_EVALUATION_SHADER
#define GL_TESS_EVALUATION_SHADER 0x8E87
#endif
#ifndef GL_TESS_CONTROL_SHADER
#define GL_TESS_CONTROL_SHADER 0x8E88
#endif
#endif
#include "OpenGLUtil.h"
#include "OpenGLShaderResources.h"
DEFINE_LOG_CATEGORY_STATIC(LogOpenGLShaderCompiler, Log, All);
#define VALIDATE_GLSL_WITH_DRIVER 0
#define ENABLE_IMAGINATION_COMPILER 1
static FORCEINLINE bool IsES2Platform(GLSLVersion Version)
{
return (Version == GLSL_ES2 || Version == GLSL_150_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS || Version == GLSL_150_ES2_NOUB);
}
static FORCEINLINE bool IsPCES2Platform(GLSLVersion Version)
{
return (Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB || Version == GLSL_150_ES3_1);
}
// This function should match OpenGLShaderPlatformSeparable
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 FOpenGLFrontend::SupportsSeparateShaderObjects(GLSLVersion Version)
{
// Only desktop shader platforms can use separable shaders for now,
// the generated code relies on macros supplied at runtime to determine whether
// shaders may be separable and/or linked.
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 Version == GLSL_150 || Version == GLSL_150_MAC || Version == GLSL_150_ES2 || Version == GLSL_150_ES2_NOUB ||
Version == GLSL_150_ES3_1 || Version == GLSL_430;
}
/*------------------------------------------------------------------------------
Shader compiling.
------------------------------------------------------------------------------*/
#if PLATFORM_WINDOWS
/** List all OpenGL entry points needed for shader compilation. */
#define ENUM_GL_ENTRYPOINTS(EnumMacro) \
EnumMacro(PFNGLCOMPILESHADERPROC,glCompileShader) \
EnumMacro(PFNGLCREATESHADERPROC,glCreateShader) \
EnumMacro(PFNGLDELETESHADERPROC,glDeleteShader) \
EnumMacro(PFNGLGETSHADERIVPROC,glGetShaderiv) \
EnumMacro(PFNGLGETSHADERINFOLOGPROC,glGetShaderInfoLog) \
EnumMacro(PFNGLSHADERSOURCEPROC,glShaderSource) \
EnumMacro(PFNGLDELETEBUFFERSPROC,glDeleteBuffers)
/** Define all GL functions. */
#define DEFINE_GL_ENTRYPOINTS(Type,Func) static Type Func = NULL;
ENUM_GL_ENTRYPOINTS(DEFINE_GL_ENTRYPOINTS);
/** This function is handled separately because it is used to get a real context. */
static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
/** Platform specific OpenGL context. */
struct FPlatformOpenGLContext
{
HWND WindowHandle;
HDC DeviceContext;
HGLRC OpenGLContext;
};
/**
* A dummy wndproc.
*/
static LRESULT CALLBACK PlatformDummyGLWndproc(HWND hWnd, uint32 Message, WPARAM wParam, LPARAM lParam)
{
return DefWindowProc(hWnd, Message, wParam, lParam);
}
/**
* Initialize a pixel format descriptor for the given window handle.
*/
static void PlatformInitPixelFormatForDevice(HDC DeviceContext)
{
// Pixel format descriptor for the context.
PIXELFORMATDESCRIPTOR PixelFormatDesc;
FMemory::Memzero(PixelFormatDesc);
PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
PixelFormatDesc.nVersion = 1;
PixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
PixelFormatDesc.cColorBits = 32;
PixelFormatDesc.cDepthBits = 0;
PixelFormatDesc.cStencilBits = 0;
PixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
// Set the pixel format and create the context.
int32 PixelFormat = ChoosePixelFormat(DeviceContext, &PixelFormatDesc);
if (!PixelFormat || !SetPixelFormat(DeviceContext, PixelFormat, &PixelFormatDesc))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal,TEXT("Failed to set pixel format for device context."));
}
}
/**
* Create a dummy window used to construct OpenGL contexts.
*/
static void PlatformCreateDummyGLWindow(FPlatformOpenGLContext* OutContext)
{
const TCHAR* WindowClassName = TEXT("DummyGLToolsWindow");
// Register a dummy window class.
static bool bInitializedWindowClass = false;
if (!bInitializedWindowClass)
{
WNDCLASS wc;
bInitializedWindowClass = true;
FMemory::Memzero(wc);
wc.style = CS_OWNDC;
wc.lpfnWndProc = PlatformDummyGLWndproc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = NULL;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = (HBRUSH)(COLOR_MENUTEXT);
wc.lpszMenuName = NULL;
wc.lpszClassName = WindowClassName;
ATOM ClassAtom = ::RegisterClass(&wc);
check(ClassAtom);
}
// Create a dummy window.
OutContext->WindowHandle = CreateWindowEx(
WS_EX_WINDOWEDGE,
WindowClassName,
NULL,
WS_POPUP,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, NULL, NULL);
check(OutContext->WindowHandle);
// Get the device context.
OutContext->DeviceContext = GetDC(OutContext->WindowHandle);
check(OutContext->DeviceContext);
PlatformInitPixelFormatForDevice(OutContext->DeviceContext);
}
/**
* Create a core profile OpenGL context.
*/
static void PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext, int MajorVersion, int MinorVersion, HGLRC InParentContext)
{
check(wglCreateContextAttribsARB);
check(OutContext);
check(OutContext->DeviceContext);
int AttribList[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, MajorVersion,
WGL_CONTEXT_MINOR_VERSION_ARB, MinorVersion,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
OutContext->OpenGLContext = wglCreateContextAttribsARB(OutContext->DeviceContext, InParentContext, AttribList);
check(OutContext->OpenGLContext);
}
/**
* Make the context current.
*/
static void PlatformMakeGLContextCurrent(FPlatformOpenGLContext* Context)
{
check(Context && Context->OpenGLContext && Context->DeviceContext);
wglMakeCurrent(Context->DeviceContext, Context->OpenGLContext);
}
/**
* Initialize an OpenGL context so that shaders can be compiled.
*/
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
static FPlatformOpenGLContext ShaderCompileContext = {0};
ContextPtr = (void*)wglGetCurrentDC();
PrevContextPtr = (void*)wglGetCurrentContext();
if (ShaderCompileContext.OpenGLContext == NULL && InMajorVersion && InMinorVersion)
{
PlatformCreateDummyGLWindow(&ShaderCompileContext);
// Disable warning C4191: 'type cast' : unsafe conversion from 'PROC' to 'XXX' while getting GL entry points.
#pragma warning(push)
#pragma warning(disable:4191)
if (wglCreateContextAttribsARB == NULL)
{
// Create a dummy context so that wglCreateContextAttribsARB can be initialized.
ShaderCompileContext.OpenGLContext = wglCreateContext(ShaderCompileContext.DeviceContext);
check(ShaderCompileContext.OpenGLContext);
PlatformMakeGLContextCurrent(&ShaderCompileContext);
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
check(wglCreateContextAttribsARB);
wglDeleteContext(ShaderCompileContext.OpenGLContext);
}
// Create a context so that remaining GL function pointers can be initialized.
PlatformCreateOpenGLContextCore(&ShaderCompileContext, InMajorVersion, InMinorVersion, /*InParentContext=*/ NULL);
check(ShaderCompileContext.OpenGLContext);
PlatformMakeGLContextCurrent(&ShaderCompileContext);
if (glCreateShader == NULL)
{
// Initialize all entry points.
#define GET_GL_ENTRYPOINTS(Type,Func) Func = (Type)wglGetProcAddress(#Func);
ENUM_GL_ENTRYPOINTS(GET_GL_ENTRYPOINTS);
// Check that all of the entry points have been initialized.
bool bFoundAllEntryPoints = true;
#define CHECK_GL_ENTRYPOINTS(Type,Func) if (Func == NULL) { bFoundAllEntryPoints = false; UE_LOG(LogOpenGLShaderCompiler, Warning, TEXT("Failed to find entry point for %s"), TEXT(#Func)); }
ENUM_GL_ENTRYPOINTS(CHECK_GL_ENTRYPOINTS);
checkf(bFoundAllEntryPoints, TEXT("Failed to find all OpenGL entry points."));
}
// Restore warning C4191.
#pragma warning(pop)
}
PlatformMakeGLContextCurrent(&ShaderCompileContext);
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
wglMakeCurrent((HDC)ContextPtr, (HGLRC)PrevContextPtr);
}
#elif PLATFORM_LINUX
static void _PlatformCreateDummyGLWindow(FPlatformOpenGLContext *OutContext)
{
static bool bInitializedWindowClass = false;
// Create a dummy window.
OutContext->hWnd = SDL_CreateWindow(NULL,
0, 0, 1, 1,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_HIDDEN | SDL_WINDOW_SKIP_TASKBAR );
}
static void _PlatformCreateOpenGLContextCore(FPlatformOpenGLContext* OutContext)
{
check(OutContext);
SDL_HWindow PrevWindow = SDL_GL_GetCurrentWindow();
SDL_HGLContext PrevContext = SDL_GL_GetCurrentContext();
OutContext->hGLContext = SDL_GL_CreateContext(OutContext->hWnd);
SDL_GL_MakeCurrent(PrevWindow, PrevContext);
}
static void _ContextMakeCurrent(SDL_HWindow hWnd, SDL_HGLContext hGLDC)
{
GLint Result = SDL_GL_MakeCurrent( hWnd, hGLDC );
check(!Result);
}
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
static bool bInitialized = (SDL_GL_GetCurrentWindow() != NULL) && (SDL_GL_GetCurrentContext() != NULL);
if (!bInitialized)
{
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
if (SDL_WasInit(0) == 0)
{
SDL_Init(SDL_INIT_VIDEO);
}
else
{
Uint32 InitializedSubsystemsMask = SDL_WasInit(SDL_INIT_EVERYTHING);
if ((InitializedSubsystemsMask & SDL_INIT_VIDEO) == 0)
{
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
}
if (SDL_GL_LoadLibrary(NULL))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Unable to dynamically load libGL: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, InMajorVersion))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL major version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, InMinorVersion))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL minor version: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL flags: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
if (SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Failed to set GL mask/profile: %s"), ANSI_TO_TCHAR(SDL_GetError()));
}
// Create a dummy context to verify opengl support.
FPlatformOpenGLContext DummyContext;
_PlatformCreateDummyGLWindow(&DummyContext);
_PlatformCreateOpenGLContextCore(&DummyContext);
if (DummyContext.hGLContext)
{
_ContextMakeCurrent(DummyContext.hWnd, DummyContext.hGLContext);
}
else
{
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("OpenGL %d.%d not supported by driver"), InMajorVersion, InMinorVersion);
return;
}
PrevContextPtr = NULL;
ContextPtr = DummyContext.hGLContext;
bInitialized = true;
}
PrevContextPtr = reinterpret_cast<void*>(SDL_GL_GetCurrentContext());
SDL_HGLContext NewContext = SDL_GL_CreateContext(SDL_GL_GetCurrentWindow());
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), NewContext);
ContextPtr = reinterpret_cast<void*>(NewContext);
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
SDL_GL_MakeCurrent(SDL_GL_GetCurrentWindow(), reinterpret_cast<SDL_HGLContext>(PrevContextPtr));
SDL_GL_DeleteContext(reinterpret_cast<SDL_HGLContext>(ContextPtr));
}
#elif PLATFORM_MAC
static void PlatformInitOpenGL(void*& ContextPtr, void*& PrevContextPtr, int InMajorVersion, int InMinorVersion)
{
check(InMajorVersion > 3 || (InMajorVersion == 3 && InMinorVersion >= 2));
CGLPixelFormatAttribute AttribList[] =
{
kCGLPFANoRecovery,
kCGLPFAAccelerated,
kCGLPFAOpenGLProfile,
(CGLPixelFormatAttribute)kCGLOGLPVersion_3_2_Core,
(CGLPixelFormatAttribute)0
};
CGLPixelFormatObj PixelFormat;
GLint NumFormats = 0;
CGLError Error = CGLChoosePixelFormat(AttribList, &PixelFormat, &NumFormats);
check(Error == kCGLNoError);
CGLContextObj ShaderCompileContext;
Error = CGLCreateContext(PixelFormat, NULL, &ShaderCompileContext);
check(Error == kCGLNoError);
Error = CGLDestroyPixelFormat(PixelFormat);
check(Error == kCGLNoError);
PrevContextPtr = (void*)CGLGetCurrentContext();
Error = CGLSetCurrentContext(ShaderCompileContext);
check(Error == kCGLNoError);
ContextPtr = (void*)ShaderCompileContext;
}
static void PlatformReleaseOpenGL(void* ContextPtr, void* PrevContextPtr)
{
CGLContextObj ShaderCompileContext = (CGLContextObj)ContextPtr;
CGLContextObj PreviousShaderCompileContext = (CGLContextObj)PrevContextPtr;
CGLError Error;
Error = CGLSetCurrentContext(PreviousShaderCompileContext);
check(Error == kCGLNoError);
Error = CGLDestroyContext(ShaderCompileContext);
check(Error == kCGLNoError);
}
#endif
/** Map shader frequency -> GL shader type. */
GLenum GLFrequencyTable[] =
{
GL_VERTEX_SHADER, // SF_Vertex
GL_TESS_CONTROL_SHADER, // SF_Hull
GL_TESS_EVALUATION_SHADER, // SF_Domain
GL_FRAGMENT_SHADER, // SF_Pixel
GL_GEOMETRY_SHADER, // SF_Geometry
GL_COMPUTE_SHADER, // SF_Compute
};
static_assert(ARRAY_COUNT(GLFrequencyTable) == SF_NumFrequencies, "Frequency table size mismatch.");
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
static inline bool IsDigit(TCHAR Char)
{
return Char >= '0' && Char <= '9';
}
/**
* Parse a GLSL error.
* @param OutErrors - Storage for shader compiler errors.
* @param InLine - A single line from the compile error log.
*/
void ParseGlslError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine)
{
const TCHAR* ErrorPrefix = TEXT("error: 0:");
const TCHAR* p = *InLine;
if (FCString::Strnicmp(p, ErrorPrefix, 9) == 0)
{
FString ErrorMsg;
int32 LineNumber = 0;
p += FCString::Strlen(ErrorPrefix);
// Skip to a number, take that to be the line number.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
while (*p && !IsDigit(*p)) { p++; }
while (*p && IsDigit(*p))
{
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
}
// Skip to the next alphanumeric value, treat that as the error message.
while (*p && !FChar::IsAlnum(*p)) { p++; }
ErrorMsg = p;
// Generate a compiler error.
if (ErrorMsg.Len() > 0)
{
// Note that no mapping exists from the GLSL source to the original
// HLSL source.
FShaderCompilerError* CompilerError = new(OutErrors) FShaderCompilerError;
CompilerError->StrippedErrorMessage = FString::Printf(
TEXT("driver compile error(%d): %s"),
LineNumber,
*ErrorMsg
);
}
}
}
static TArray<ANSICHAR> ParseIdentifierANSI(const FString& Str)
{
TArray<ANSICHAR> Result;
Result.Reserve(Str.Len());
for (int32 Index = 0; Index < Str.Len(); ++Index)
{
Result.Add(FChar::ToLower((ANSICHAR)Str[Index]));
}
Result.Add('\0');
return Result;
}
static uint32 ParseNumber(const TCHAR* Str)
{
uint32 Num = 0;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
while (*Str && IsDigit(*Str))
{
Num = Num * 10 + *Str++ - '0';
}
return Num;
}
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
static ANSICHAR TranslateFrequencyToCrossCompilerPrefix(int32 Frequency)
{
switch (Frequency)
{
case SF_Vertex: return 'v';
case SF_Pixel: return 'p';
case SF_Hull: return 'h';
case SF_Domain: return 'd';
case SF_Geometry: return 'g';
case SF_Compute: return 'c';
}
return '\0';
}
static TCHAR* SetIndex(TCHAR* Str, int32 Offset, int32 Index)
{
check(Index >= 0 && Index < 100);
Str += Offset;
if (Index >= 10)
{
*Str++ = '0' + (TCHAR)(Index / 10);
}
*Str++ = '0' + (TCHAR)(Index % 10);
*Str = '\0';
return Str;
}
/**
* Construct the final microcode from the compiled and verified shader source.
* @param ShaderOutput - Where to store the microcode and parameter map.
* @param InShaderSource - GLSL source with input/output signature.
* @param SourceLen - The length of the GLSL source code.
*/
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 FOpenGLFrontend::BuildShaderOutput(
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
const ANSICHAR* InShaderSource,
int32 SourceLen,
GLSLVersion Version
)
{
const ANSICHAR* USFSource = InShaderSource;
CrossCompiler::FHlslccHeader CCHeader;
if (!CCHeader.Read(USFSource, SourceLen))
{
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found"));
}
if (*USFSource != '#')
{
UE_LOG(LogOpenGLShaderCompiler, Error, TEXT("Bad hlslcc header found! Missing '#'!"));
}
FOpenGLCodeHeader Header = {0};
FShaderParameterMap& ParameterMap = ShaderOutput.ParameterMap;
EShaderFrequency Frequency = (EShaderFrequency)ShaderOutput.Target.Frequency;
TBitArray<> UsedUniformBufferSlots;
UsedUniformBufferSlots.Init(false, 32);
// Write out the magic markers.
Header.GlslMarker = 0x474c534c;
switch (Frequency)
{
case SF_Vertex:
Header.FrequencyMarker = 0x5653;
break;
case SF_Pixel:
Header.FrequencyMarker = 0x5053;
break;
case SF_Geometry:
Header.FrequencyMarker = 0x4753;
break;
case SF_Hull:
Header.FrequencyMarker = 0x4853;
break;
case SF_Domain:
Header.FrequencyMarker = 0x4453;
break;
case SF_Compute:
Header.FrequencyMarker = 0x4353;
break;
default:
UE_LOG(LogOpenGLShaderCompiler, Fatal, TEXT("Invalid shader frequency: %d"), (int32)Frequency);
}
static const FString AttributePrefix = TEXT("in_ATTRIBUTE");
static const FString GL_Prefix = TEXT("gl_");
for (auto& Input : CCHeader.Inputs)
{
// Only process attributes for vertex shaders.
if (Frequency == SF_Vertex && Input.Name.StartsWith(AttributePrefix))
{
int32 AttributeIndex = ParseNumber(*Input.Name + AttributePrefix.Len());
Header.Bindings.InOutMask |= (1 << AttributeIndex);
}
// Record user-defined input varyings
else if (!Input.Name.StartsWith(GL_Prefix))
{
FOpenGLShaderVarying Var;
Var.Location = Input.Index;
Var.Varying = ParseIdentifierANSI(Input.Name);
Header.Bindings.InputVaryings.Add(Var);
}
}
// Generate vertex attribute remapping table.
// This is used on devices where GL_MAX_VERTEX_ATTRIBS < 16
if (Frequency == SF_Vertex)
{
uint32 AttributeMask = Header.Bindings.InOutMask;
int32 NextAttributeSlot = 0;
Header.Bindings.VertexRemappedMask = 0;
for (int32 AttributeIndex = 0; AttributeIndex < 16; AttributeIndex++, AttributeMask >>= 1)
{
if (AttributeMask & 0x1)
{
Header.Bindings.VertexRemappedMask |= (1 << NextAttributeSlot);
Header.Bindings.VertexAttributeRemap[AttributeIndex] = NextAttributeSlot++;
}
else
{
Header.Bindings.VertexAttributeRemap[AttributeIndex] = -1;
}
}
}
static const FString TargetPrefix = "out_Target";
static const FString GL_FragDepth = "gl_FragDepth";
for (auto& Output : CCHeader.Outputs)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
// Only targets for pixel shaders must be tracked.
if (Frequency == SF_Pixel && Output.Name.StartsWith(TargetPrefix))
{
uint8 TargetIndex = ParseNumber(*Output.Name + TargetPrefix.Len());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
Header.Bindings.InOutMask |= (1 << TargetIndex);
}
// Only depth writes for pixel shaders must be tracked.
else if (Frequency == SF_Pixel && Output.Name.Equals(GL_FragDepth))
{
Header.Bindings.InOutMask |= 0x8000;
}
// Record user-defined output varyings
else if (!Output.Name.StartsWith(GL_Prefix))
{
FOpenGLShaderVarying Var;
Var.Location = Output.Index;
Var.Varying = ParseIdentifierANSI(Output.Name);
Header.Bindings.OutputVaryings.Add(Var);
}
}
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
// general purpose binding name
TCHAR BindingName[] = TEXT("XYZ\0\0\0\0\0\0\0\0");
BindingName[0] = TranslateFrequencyToCrossCompilerPrefix(Frequency);
TMap<FString, FString> BindingNameMap;
// Then 'normal' uniform buffers.
for (auto& UniformBlock : CCHeader.UniformBlocks)
{
uint16 UBIndex = UniformBlock.Index;
check(UBIndex == Header.Bindings.NumUniformBuffers);
UsedUniformBufferSlots[UBIndex] = true;
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
if (OutputTrueParameterNames())
{
// make the final name this will be in the shader
BindingName[1] = 'b';
SetIndex(BindingName, 2, UBIndex);
BindingNameMap.Add(BindingName, UniformBlock.Name);
}
else
{
ParameterMap.AddParameterAllocation(*UniformBlock.Name, Header.Bindings.NumUniformBuffers, 0, 0);
}
Header.Bindings.NumUniformBuffers++;
}
const uint16 BytesPerComponent = 4;
// Packed global uniforms
TMap<ANSICHAR, uint16> PackedGlobalArraySize;
for (auto& PackedGlobal : CCHeader.PackedGlobals)
{
ParameterMap.AddParameterAllocation(
*PackedGlobal.Name,
PackedGlobal.PackedType,
PackedGlobal.Offset * BytesPerComponent,
PackedGlobal.Count * BytesPerComponent
);
uint16& Size = PackedGlobalArraySize.FindOrAdd(PackedGlobal.PackedType);
Size = FMath::Max<uint16>(BytesPerComponent * (PackedGlobal.Offset + PackedGlobal.Count), Size);
}
// Packed Uniform Buffers
TMap<int, TMap<ANSICHAR, uint16> > PackedUniformBuffersSize;
for (auto& PackedUB : CCHeader.PackedUBs)
{
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
checkf(OutputTrueParameterNames() == false, TEXT("Unexpected Packed UBs used with a shader format that needs true parameter names - If this is hit, we need to figure out how to handle them"));
check(PackedUB.Attribute.Index == Header.Bindings.NumUniformBuffers);
UsedUniformBufferSlots[PackedUB.Attribute.Index] = true;
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
if (OutputTrueParameterNames())
{
BindingName[1] = 'b';
// ???
}
else
{
ParameterMap.AddParameterAllocation(*PackedUB.Attribute.Name, Header.Bindings.NumUniformBuffers, 0, 0);
}
Header.Bindings.NumUniformBuffers++;
// Nothing else...
//for (auto& Member : PackedUB.Members)
//{
//}
}
// Packed Uniform Buffers copy lists & setup sizes for each UB/Precision entry
enum EFlattenUBState
{
Unknown,
GroupedUBs,
FlattenedUBs,
};
EFlattenUBState UBState = Unknown;
for (auto& PackedUBCopy : CCHeader.PackedUBCopies)
{
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
CopyInfo.SizeInFloats = PackedUBCopy.Count;
Header.UniformBuffersCopyInfo.Add(CopyInfo);
auto& UniformBufferSize = PackedUniformBuffersSize.FindOrAdd(CopyInfo.DestUBIndex);
uint16& Size = UniformBufferSize.FindOrAdd(CopyInfo.DestUBTypeName);
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
check(UBState == Unknown || UBState == GroupedUBs);
UBState = GroupedUBs;
}
for (auto& PackedUBCopy : CCHeader.PackedUBGlobalCopies)
{
CrossCompiler::FUniformBufferCopyInfo CopyInfo;
CopyInfo.SourceUBIndex = PackedUBCopy.SourceUB;
CopyInfo.SourceOffsetInFloats = PackedUBCopy.SourceOffset;
CopyInfo.DestUBIndex = PackedUBCopy.DestUB;
CopyInfo.DestUBTypeName = PackedUBCopy.DestPackedType;
CopyInfo.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(CopyInfo.DestUBTypeName);
CopyInfo.DestOffsetInFloats = PackedUBCopy.DestOffset;
CopyInfo.SizeInFloats = PackedUBCopy.Count;
Header.UniformBuffersCopyInfo.Add(CopyInfo);
uint16& Size = PackedGlobalArraySize.FindOrAdd(CopyInfo.DestUBTypeName);
Size = FMath::Max<uint16>(BytesPerComponent * (CopyInfo.DestOffsetInFloats + CopyInfo.SizeInFloats), Size);
check(UBState == Unknown || UBState == FlattenedUBs);
UBState = FlattenedUBs;
}
Header.Bindings.bFlattenUB = (UBState == FlattenedUBs);
// Setup Packed Array info
Header.Bindings.PackedGlobalArrays.Reserve(PackedGlobalArraySize.Num());
for (auto Iterator = PackedGlobalArraySize.CreateIterator(); Iterator; ++Iterator)
{
ANSICHAR TypeName = Iterator.Key();
uint16 Size = Iterator.Value();
Size = (Size + 0xf) & (~0xf);
CrossCompiler::FPackedArrayInfo Info;
Info.Size = Size;
Info.TypeName = TypeName;
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
Header.Bindings.PackedGlobalArrays.Add(Info);
}
// Setup Packed Uniform Buffers info
Header.Bindings.PackedUniformBuffers.Reserve(PackedUniformBuffersSize.Num());
for (auto Iterator = PackedUniformBuffersSize.CreateIterator(); Iterator; ++Iterator)
{
int BufferIndex = Iterator.Key();
auto& ArraySizes = Iterator.Value();
TArray<CrossCompiler::FPackedArrayInfo> InfoArray;
InfoArray.Reserve(ArraySizes.Num());
for (auto IterSizes = ArraySizes.CreateIterator(); IterSizes; ++IterSizes)
{
ANSICHAR TypeName = IterSizes.Key();
uint16 Size = IterSizes.Value();
Size = (Size + 0xf) & (~0xf);
CrossCompiler::FPackedArrayInfo Info;
Info.Size = Size;
Info.TypeName = TypeName;
Info.TypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(TypeName);
InfoArray.Add(Info);
}
Header.Bindings.PackedUniformBuffers.Add(InfoArray);
}
// Then samplers.
for (auto& Sampler : CCHeader.Samplers)
{
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
if (OutputTrueParameterNames())
{
BindingName[1] = 's';
SetIndex(BindingName, 2, Sampler.Offset);
BindingNameMap.Add(BindingName, Sampler.Name);
}
else
{
ParameterMap.AddParameterAllocation(
*Sampler.Name,
0,
Sampler.Offset,
Sampler.Count
);
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
}
Header.Bindings.NumSamplers = FMath::Max<uint8>(
Header.Bindings.NumSamplers,
Sampler.Offset + Sampler.Count
);
for (auto& SamplerState : Sampler.SamplerStates)
{
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
if (OutputTrueParameterNames())
{
// add an entry for the sampler parameter as well
BindingNameMap.Add(FString(BindingName) + TEXT("_samp"), SamplerState);
}
else
{
ParameterMap.AddParameterAllocation(
*SamplerState,
0,
Sampler.Offset,
Sampler.Count
);
}
}
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
}
// Then UAVs (images in GLSL)
for (auto& UAV : CCHeader.UAVs)
{
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
if (OutputTrueParameterNames())
{
// make the final name this will be in the shader
BindingName[1] = 'i';
SetIndex(BindingName, 2, UAV.Offset);
BindingNameMap.Add(BindingName, UAV.Name);
}
else
{
ParameterMap.AddParameterAllocation(
*UAV.Name,
0,
UAV.Offset,
UAV.Count
);
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
}
Header.Bindings.NumUAVs = FMath::Max<uint8>(
Header.Bindings.NumSamplers,
UAV.Offset + UAV.Count
);
}
Header.ShaderName = CCHeader.Name;
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
// perform any post processing this frontend class may need to do
ShaderOutput.bSucceeded = PostProcessShaderSource(Version, Frequency, USFSource, SourceLen + 1 - (USFSource - InShaderSource), ParameterMap, BindingNameMap, ShaderOutput.Errors);
// Build the SRT for this shader.
{
// Build the generic SRT for this shader.
FShaderCompilerResourceTable GenericSRT;
BuildResourceTableMapping(ShaderInput.Environment.ResourceTableMap, ShaderInput.Environment.ResourceTableLayoutHashes, UsedUniformBufferSlots, ShaderOutput.ParameterMap, GenericSRT);
// Copy over the bits indicating which resource tables are active.
Header.Bindings.ShaderResourceTable.ResourceTableBits = GenericSRT.ResourceTableBits;
Header.Bindings.ShaderResourceTable.ResourceTableLayoutHashes = GenericSRT.ResourceTableLayoutHashes;
// Now build our token streams.
BuildResourceTableTokenStream(GenericSRT.TextureMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.TextureMap);
BuildResourceTableTokenStream(GenericSRT.ShaderResourceViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.ShaderResourceViewMap);
BuildResourceTableTokenStream(GenericSRT.SamplerMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.SamplerMap);
BuildResourceTableTokenStream(GenericSRT.UnorderedAccessViewMap, GenericSRT.MaxBoundResourceTable, Header.Bindings.ShaderResourceTable.UnorderedAccessViewMap);
}
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
const int32 MaxSamplers = GetMaxSamplers(Version);
if (Header.Bindings.NumSamplers > MaxSamplers)
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage =
FString::Printf(TEXT("shader uses %d samplers exceeding the limit of %d"),
Header.Bindings.NumSamplers, MaxSamplers);
}
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
else if (ShaderOutput.bSucceeded)
{
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
// Write out the header
FMemoryWriter Ar(ShaderOutput.ShaderCode.GetWriteAccess(), true);
Ar << Header;
Copying //UE4/WEX-Staging to Dev-Main (//UE4/Dev-Main) =================== MAJOR FEATURES + CHANGES =================== Change 3123735 on 2016/09/13 by Josh.Markiewicz #UE4 - added FNames for some common online features to be refactored later #codereview david.nikdel Change 3123608 on 2016/09/13 by Josh.Markiewicz #OSS - refactor FUniqueNetIdRepl to derive from FUniqueNetIdWrapper and clean up redundant code #codereview david.nikdel Change 3120074 on 2016/09/09 by David.Nikdel #Analytics: Move log message to more correct location Change 3120073 on 2016/09/09 by David.Nikdel #Analytics: Adjustments to ET.DroppedSubmission per Wes's feedback - Don't try to restore events at all if caching is disabled (but do log the error) - Stop accumulating events (even the ET.DroppedSubmission event) at 1024 cached to defend against run away accumulation #CodeReview: Wes.Hunt Change 3119959 on 2016/09/09 by Peter.Sauerbrei update to engine to provide the generic chunk install when one is not implemented or requested #rb none Change 3119378 on 2016/09/09 by David.Nikdel #Analytics #ET: Added a config option to not drop events in the event of a failure to flush. - Events are re-added to the queue (may result in some reordering but timestamps will still be there) in the event of a failure - Also appending an ET.DroppedSubmission event in this case so we can track how often clients fail. Has HTTP_STATUS and URL attributes. - Events accumulate within a given application run but no attempt is made to persist across crashes etc. #CodeReview: Wes.Hunt Change 3118773 on 2016/09/08 by Peter.Sauerbrei bring over fix for missing debug information in IOS executables #rb none Change 3118574 on 2016/09/08 by Peter.Sauerbrei pulled over architecture fix for IOS from Main #rb none Change 3117672 on 2016/09/08 by Steve.Allison Adding 3544_iPadMini3_ChAIRQA Change 3116529 on 2016/09/07 by Josh.Markiewicz #UE4 - reverted started IOS purchase/store work from default engine OSS plugins #codereview david.nikdel Change 3116010 on 2016/09/07 by Josh.Markiewicz #WEX - Copying //WEX/Dev-Mobile to Dev-Main (//WEX/Dev-Main) to get OnlineSubsystemiOS changes Change 3114411 on 2016/09/06 by Peter.Sauerbrei fix for deploying movies to the correct directory #rb none Change 3113944 on 2016/09/06 by Peter.Sauerbrei addition of resave packages command to UAT #rb none Change 3112948 on 2016/09/02 by Nathan.Green #WEX - Fixing file length on Android so that we can write out stats files (change is being submitted into Dev-Mobile by Chris Babcock) #CodeReview: Chance.Lyon, David.Nikdel Change 3112567 on 2016/09/02 by Josh.Markiewicz #UE4 - fixed possible exception when checking directories that don't exist (copy of CL#3099217) #rb ben.marsh Change 3112055 on 2016/09/02 by Chance.Lyon #WEX - Merging mobile branch changes into main Change 3108827 on 2016/08/31 by Peter.Sauerbrei fix for warning #rb none Change 3105012 on 2016/08/29 by Peter.Sauerbrei enable ICMP for Android #rb none Change 3103322 on 2016/08/26 by David.Nikdel #WEX: Fix for clang warnings in Font Outline code #CodeReview: Matt.Kuhlenschmidt Change 3102935 on 2016/08/26 by David.Nikdel Merging CL 3102878 from //UE4/Dev-Editor/Engine/... to //WEX/Main/Engine/... ------ Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #CodeReview: Matt.Kuhlenschmidt, Matt.Hancy, Peter.Sauerbrei Change 3102541 on 2016/08/26 by Peter.Sauerbrei fix for build warning on Mac and IOS #rb none Change 3101820 on 2016/08/25 by Peter.Sauerbrei Moved the online changes to the plugins directory #rb none Change 3101808 on 2016/08/25 by Peter.Sauerbrei Merging using WEX_Main_to_UE4_WEX_Staging bringing in UE4 engine 4.14 #rb none Change 3097879 on 2016/08/23 by David.Nikdel #Analytics #OSS: Adjusted cohort selection algorithm and test cases Change 3096606 on 2016/08/22 by Nathan.Green #WEX - Adding bAllowWindowResize, bAllowClose, bAllowMaximize, and bAllowMinimize boolean to GeneralProjectSettings - Preventing us from resizing the window for the time being (in the future we may only allow along aspect ratio resizing) #CodeReview: Chance.Lyon, David.Nikdel Change 3094946 on 2016/08/19 by David.Nikdel #OSS - Added FUserOnlineAccountMcp::SelectCohort Change 3094942 on 2016/08/19 by David.Nikdel #UE4 - Made FMD5 const-correct Change 3092494 on 2016/08/17 by Nathan.Green #WEX - Making sure we never build zip64 instead of zip #CodeReview: Chance.Lyon, David.Nikdel, Chris.Babcock Change 3090760 on 2016/08/16 by Michael.Trepka Copy of CL 3089133 Fix for task bar displayed over the fullscreen window on Windows 10 with Anniversary Update Change 3090759 on 2016/08/16 by Michael.Trepka Copy of CL 3078927 Updated WindowTitleBarArea widget to not override window zone in fullscreen mode, to prevent window from being moved. That required adding separate handling for double click in fullscreen, as it's no longer handled by window action. Change 3087872 on 2016/08/12 by Josh.Markiewicz #UE4 - cleaned up IOS store/purchase interface (first pass, minus IAP restore) #codereview david.nikdel, josh.adams Change 3084182 on 2016/08/10 by Peter.Sauerbrei revert out the OpenGL shader compression code #rb none Change 3082565 on 2016/08/09 by Ben.Marsh Fix building with VS2015 update 3. Change 3082557 on 2016/08/09 by Ben.Marsh Fix UBT makefile being invalidated to update adaptive unity build settings, even if that module happens to not include that file in a unity file. Keep a list of all files included by unity files as well as files in the working set. #codereview Mike.Fricker, Michael.Noland Change 3082456 on 2016/08/09 by Josh.Markiewicz #UE4 - fixed typo Change 3082439 on 2016/08/09 by Josh.Markiewicz #UE4 - added CanMakePurchase call to IOS Change 3081905 on 2016/08/09 by Michael.Noland Editor: Made the text colors and font size in the output log configurable in the editor appearance settings (no changes to default values ... yet) #codereview matt.kuhlenschmidt Change 3080932 on 2016/08/08 by Josh.Markiewicz #UE4 - New IOS purchasing/store interface v2 - added interfaces to main IOS subsystem - added proper destruction of interfaces to Shutdown of IOS - moved FStoreKitHelper to its own file -- extended it for new v2 (improvements forthcoming) - MCPCatalogHelper returns bogus user id for IOS app store #codereview josh.adams, david.nikdel #tests very basic IAP stuff so far Change 3080217 on 2016/08/07 by Michael.Noland Engine: Prevented a startup warning when SpectatorClass is nullptr, as not all games require a spectator pawn - Also reduced the number of GetWorld() calls in APlayerController::SpawnSpectatorPawn() Change 3080046 on 2016/08/06 by Michael.Noland Engine: Moved where scissor rect reset happens for custom slate drawables to avoid a conflict with an existing fix in another branch #codereview matt.kuhlenschmidt Change 3080032 on 2016/08/06 by Michael.Noland UMG: Fixed a bug where screen-mode UWidgetComponent widgets were drawn incorrectly offset in splitscreen or with aspect-ratio constrained cameras #codereview nick.darnell, marc.audy Change 3080031 on 2016/08/06 by Michael.Noland Engine: Add the option to return player viewport-relative positions to ProjectWorldLocationToScreenWithDistance, ProjectWorldLocationToScreen, and ProjectWorldToScreen, which is useful if the position is going to be used for widgets in splitscreen or with aspect-ratio constrained cameras #codereview nick.darnell, marc.audy Change 3080029 on 2016/08/06 by Michael.Noland Engine: Fixed a bug where the debug console and other debug rendering would be an incorrect size (based on the last player viewport) and also be partially clipped (depending on what in Slate rendered previously) - This fixes issues with the console being offset and clipped when using aspect ratio constrained cameras or split screen #codereview matt.kuhlenschmidt Change 3079656 on 2016/08/05 by Josh.Markiewicz #WEX - basic IOS changes to project - added OnlineSubsystemIOS - added some default settings - removed GoogleVR from project #codereview david.nikdel Change 3078971 on 2016/08/05 by Steve.Allison Updating to match check-in for UE4 Main @ CL 3078968 Change 3078025 on 2016/08/04 by Michael.Trepka Copy of CLs 3073978 and 3075931 - More reliable way of checking if the cursor should be changed to resize cursor in bordeless window mode - On Windows, lock the cursor to the center of the rect if the cursor is hidden to avoid problems with borderless window's round corners not treated as part of the window. Change 3075415 on 2016/08/03 by Peter.Sauerbrei reduce the metal command buffers Change 3071457 on 2016/07/31 by David.Hunt #WEX Blueprint indexing @Pete: This change and anything in Engine/Content can be stomped by any engine integration. This is just to help with not having to resave all of these to udpate a few of our own content blueprints for search indexing. #CodeReview Peter.Sauerbrei, Steve.Allison, David.Nikdel Change 3068661 on 2016/07/28 by Josh.Markiewicz #WEX - changed the max number of possible UObjects allowed by a factor of 10 to reduce the memory footprint #codereview david.nikdel, peter.sauerbrei Change 3068500 on 2016/07/28 by David.Nikdel #OSSMCP: Use correct HttpRequest creation method to respect game service config Change 3066945 on 2016/07/27 by David.Nikdel Reproduced CL 3063869 from Michael.Noland >> Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open >> windows while doing automated testing #CodeReview: Michael.Noland #JIRA: WEX-2342 Change 3063495 on 2016/07/25 by Michael.Trepka Copy of CL 3063426 Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled Change 3063431 on 2016/07/25 by Michael.Trepka Copy of CL 3063057 - Use round corners for windows with no system title bar and border only in windowed mode. Change 3062654 on 2016/07/23 by Michael.Trepka Copy of CL 3046975 and 3056204 - Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. Change 3062647 on 2016/07/23 by Michael.Trepka Copy of CL 3029211 - Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3062646 on 2016/07/23 by Michael.Trepka Copy of CLs 3039855, 3042644 and 3042911 - Added an option to toggle fullscreen with F11 key in addition to Alt+Enter Change 3062638 on 2016/07/23 by Michael.Trepka Copy of CL 3038201 and CL 3046803 -Added WindowTitleBarArea widget Change 3062056 on 2016/07/22 by Peter.Sauerbrei addition of optimization for ios compile times Change 3054586 on 2016/07/18 by Nathan.Green #WEX - Adding tags around my engine level change #CodeReview: Chance.Lyon, David.Nikdel Change 3054581 on 2016/07/18 by Nathan.Green #WEX - Removing previous change, making all buttons ignore space bar and enter as we don't really care about that functionality #JIRA: WEX-2256 #CodeReview: Chance.Lyon, Colin.Pyle, David.Nikdel Change 3048243 on 2016/07/13 by Steve.Allison This one actually has the changes from rev4 Change 3046649 on 2016/07/12 by Steve.Allison Updating to match provision in UE4 Main @ CL 3046262 Change 3046127 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin #codereview David.Nikdel Change 3034707 on 2016/06/30 by Peter.Sauerbrei update provision to go with latest certificate #rb none Change 3031429 on 2016/06/28 by David.Nikdel #WEX: porting an engine change we depend on in latest OGF (pre integrate) Change 3030084 on 2016/06/27 by David.Nikdel #GameCatalog: Add code to export attributes in itemGrants #CodeReview: Scott.Bowen Change 3030073 on 2016/06/27 by David.Nikdel #Json: Make JsonObjectWrapper play nice with serialization and Import/Export Text #CodeReview: Scott.Bowen Change 3030029 on 2016/06/27 by David.Nikdel #WEX: Fix for FJsonObjectWrapper::ImportTextItem (use FParse::QuotedString to read from Buffer) #CodeReview: Scott.Bowen Change 3029740 on 2016/06/27 by David.Nikdel #OGF #JsonObjectWrapper - Add attributes to catalog grants @ScottB - I didn't get a chance to test this today. Things are crazy for PS+. All the code should already be there on the backend though. Here's a shelf in case you need it asap #CodeReview: Scott.Bowen Change 3028704 on 2016/06/27 by Ian.Fox Duplicating 3027482 from //Orion/Main Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now #ue4 #rb David.Nikdel #tests none Change 3021448 on 2016/06/21 by Peter.Sauerbrei potential fix for android apk size issue Change 3020999 on 2016/06/21 by David.Nikdel #WEX: Likely fix for WEX-1610 #CodeReview: Chance.Lyon Change 3008450 on 2016/06/09 by Colin.Pyle #PF - WEX-1737, WEX-1744 - Adding the ability to set new layers in widget components - WidgetComponents are now blueprintable - New blueprint for the level marker menu widget components - Map marker menus are now in a layer above other widget components Change 3007804 on 2016/06/09 by Peter.Sauerbrei fix for build set up failure Change 3007292 on 2016/06/09 by Peter.Sauerbrei add the WEX e-mail stuff back in, seems to have gotten lost in the transition Change 3004478 on 2016/06/07 by Peter.Sauerbrei for now have the cooker respect the bCookAll flag in the project settings. Change 3000256 on 2016/06/03 by Peter.Sauerbrei fix for iOS compile warning Change 2998304 on 2016/06/02 by Nathan.Green #PF - Fixing Windowed Mode #CodeReview: Chance.Lyon, Colin.Pyle, Peter.Sauerbrei Change 2994269 on 2016/05/31 by Peter.Sauerbrei Merging //depot/UE4-WEX/... to //WEX/Main/... Change 2987181 on 2016/05/23 by Peter.Sauerbrei Merging //UE4/WEX-Staging/.p4ignore.txt //UE4/WEX-Staging/Engine/... //UE4/WEX-Staging/GenerateProjectFiles.bat //UE4/WEX-Staging/GenerateProjectFiles.command //UE4/WEX-Staging/GenerateProjectFiles.sh //UE4/WEX-Staging/UE4Games.uprojectdirs //UE4/WEX-Staging/WEX/... to //WEX/Main/... Change 2984959 on 2016/05/20 by Peter.Sauerbrei re-applying HSL engine change #PF PF-292 - Make sure to regenerate the list when you open the recipe view - Fixes cases where you buy an item in the store then return to evolve Change 2984957 on 2016/05/20 by Peter.Sauerbrei re-apply engine change from HSL #PF PF-33 - Check if we are in BeginDestroyed on Animation updates, possibly fixes a crash on level transition - Make interactive items play their mouseover animations - Heroes make the screen shake if they are on cooldown, we should figure out how to remove that on PC Change 2984956 on 2016/05/20 by Peter.Sauerbrei re-apply HSL change #PF PF-11 - Remove simulated touch with the mouse - Add Right-click support to the game - Right click now does the special attack Change 2984345 on 2016/05/19 by Peter.Sauerbrei Copying //UE4/WEX-Staging/... to //WEX/Main/... This should reset the merge history Change 2981872 on 2016/05/18 by Peter.Sauerbrei fixes for IOS build of WEX Change 2980734 on 2016/05/17 by Peter.Sauerbrei Copying //depot/UE4-WEX/... to //WEX/Main/... Populating WEX stream from old depot at CL2979954 #lockdown nick.penwarden [CL 3129012 by Peter Sauerbrei in Main branch]
2016-09-16 17:07:30 -04:00
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
if (OptionalSerializeOutputAndReturnIfSerialized(Ar) == false)
{
Ar.Serialize((void*)USFSource, SourceLen + 1 - (USFSource - InShaderSource));
ShaderOutput.bSucceeded = true;
}
// store data we can pickup later with ShaderCode.FindOptionalData('n'), could be removed for shipping
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
// Daniel L: This GenerateShaderName does not generate a deterministic output among shaders as the shader code can be shared.
// uncommenting this will cause the project to have non deterministic materials and will hurt patch sizes
//ShaderOutput.ShaderCode.AddOptionalData('n', TCHAR_TO_UTF8(*ShaderInput.GenerateShaderName()));
ShaderOutput.NumInstructions = 0;
ShaderOutput.NumTextureSamplers = Header.Bindings.NumSamplers;
}
}
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 FOpenGLFrontend::ConvertOpenGLVersionFromGLSLVersion(GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion)
{
switch(InVersion)
{
case GLSL_150:
case GLSL_150_MAC:
OutMajorVersion = 3;
OutMinorVersion = 2;
break;
case GLSL_310_ES_EXT:
case GLSL_430:
OutMajorVersion = 4;
OutMinorVersion = 3;
break;
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
case GLSL_150_ES3_1:
OutMajorVersion = 3;
OutMinorVersion = 2;
break;
case GLSL_ES2_IOS:
case GLSL_ES2_WEBGL:
case GLSL_ES2:
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
case GLSL_ES3_1_ANDROID:
OutMajorVersion = 0;
OutMinorVersion = 0;
break;
default:
// Invalid enum
check(0);
OutMajorVersion = 0;
OutMinorVersion = 0;
break;
}
}
static const TCHAR* GetGLSLES2CompilerExecutable(bool bNDACompiler)
{
// Unfortunately no env var is set to handle install path
return (bNDACompiler
? TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543_nda.exe")
: TEXT("C:\\Imagination\\PowerVR\\GraphicsSDK\\Compilers\\OGLES\\Windows_x86_32\\glslcompiler_sgx543.exe"));
}
static FString CreateGLSLES2CompilerArguments(const FString& ShaderFile, const FString& OutputFile, EHlslShaderFrequency Frequency, bool bNDACompiler)
{
const TCHAR* FrequencySwitch = TEXT("");
switch (Frequency)
{
case HSF_PixelShader:
FrequencySwitch = TEXT(" -f");
break;
case HSF_VertexShader:
FrequencySwitch = TEXT(" -v");
break;
default:
return TEXT("");
}
FString Arguments = FString::Printf(TEXT("%s %s %s -profile -perfsim"), *FPaths::GetCleanFilename(ShaderFile), *FPaths::GetCleanFilename(OutputFile), FrequencySwitch);
if (bNDACompiler)
{
Arguments += " -disasm";
}
return Arguments;
}
static FString CreateCommandLineGLSLES2(const FString& ShaderFile, const FString& OutputFile, GLSLVersion Version, EHlslShaderFrequency Frequency, bool bNDACompiler)
{
if (Version != GLSL_ES2 && Version != GLSL_ES2_WEBGL && Version != GLSL_ES2_IOS)
{
return TEXT("");
}
FString CmdLine = FString(GetGLSLES2CompilerExecutable(bNDACompiler)) + TEXT(" ") + CreateGLSLES2CompilerArguments(ShaderFile, OutputFile, Frequency, bNDACompiler);
CmdLine += FString(LINE_TERMINATOR) + TEXT("pause");
return CmdLine;
}
/** Precompile a glsl shader for ES2. */
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 FOpenGLFrontend::PrecompileGLSLES2(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, EHlslShaderFrequency Frequency)
{
const TCHAR* CompilerExecutableName = GetGLSLES2CompilerExecutable(false);
const int32 SourceLen = FCStringAnsi::Strlen(ShaderSource);
const bool bCompilerExecutableExists = FPaths::FileExists(CompilerExecutableName);
// Using the debug info path to write out the files to disk for the PVR shader compiler
if (ShaderInput.DumpDebugInfoPath != TEXT("") && bCompilerExecutableExists)
{
const FString GLSLSourceFile = (ShaderInput.DumpDebugInfoPath / TEXT("GLSLSource.txt"));
bool bSavedSuccessfully = false;
{
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
// Save the ansi file to disk so it can be used as input to the PVR shader compiler
if (Ar)
{
bSavedSuccessfully = true;
// @todo: Patch the code so that textureCubeLodEXT gets converted to textureCubeLod to workaround PowerVR issues
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3125172) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3053250 on 2016/07/18 by Steve.Robb TNot metafunction added. Change 3053252 on 2016/07/18 by Steve.Robb New TIsEnumClass trait. Change 3061345 on 2016/07/22 by Robert.Manuszewski Changing FMallocStomp::GetAllocationSize() to return the requested allocation size instead of the physical allocation size to make FMallocStomp work properly with FMallocPoisonProxy Change 3061377 on 2016/07/22 by Graeme.Thornton Added bStripAnimationDataOnDedicatedServer option to UAnimationSettings which will remove all compressed data from cooked server data. Disabled by default Change 3064592 on 2016/07/26 by Steven.Hutton Uploading repository files Change 3064595 on 2016/07/26 by Steven.Hutton Assign crashes to buggs based not just on Callstack but also based on Error message. Error messages have "data" masked out and are then compared to a table of error messages to find similar messages. Ensures are not currently filtered by error message. Change 3066046 on 2016/07/27 by Graeme.Thornton Better dedicated client/server class exclusion during cooking - Add class lists to cooker settings so they can be modified in the editor Change 3066077 on 2016/07/27 by Graeme.Thornton Move Paragon NeedsLoadForServer calls over to the new config based system Change 3066203 on 2016/07/27 by Chris.Wood CrashReportProcess logging and Slack reporting improvements to monitor disk space. [UE-31129] - Crash Report server need to alert on Slack when the PDB cache is full Change 3066276 on 2016/07/27 by Graeme.Thornton Move simple NeedsLoadForClient implementations over to new config based system Change 3068019 on 2016/07/28 by Graeme.Thornton Don't call ReleaseResources on UStaticMesh if we never render, and therefore never actually initialize the resources - Corrects some bad stats Change 3068218 on 2016/07/28 by Chris.Wood CrashReportProcess 1.1.18 passes BuildVersion to MinidumpDiagnostics [UE-31706] - Add new BuildVersion string to crash context and website Also modified command line log file ini settings to stop MDD stalling trying to sort and delete its logs. Change 3071665 on 2016/08/01 by Robert.Manuszewski Moving RemoveNamesFromMasterList from UEnum destructor to BeginDestroy to avoid potential issues when its package has already been destroyed. Change 3073388 on 2016/08/02 by Graeme.Thornton Invalidate string asset reference tags after finishing up loading of an async package Change 3073745 on 2016/08/02 by Robert.Manuszewski Disabling logging to memory in shipping by default. From now on FOutputDeviceMemory will be an opt-in for games. #jira FORT-27839 Change 3074866 on 2016/08/03 by Robert.Manuszewski PR #2650: Fixed a bug where newline escape sequence wasnt written to the pipe (Contributed by ozturkhakki) Change 3075128 on 2016/08/03 by Steve.Robb Static analysis fixes: error C2065: 'ThisOuterWorld': undeclared identifier Change 3075130 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LODLevel' Change 3075131 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Owner' Change 3075235 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'AnimToOperateOn' Change 3075248 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ParentProfile' Change 3075662 on 2016/08/03 by Steve.Robb Static analysis/buffer size fix: warning C28020: The expression '_Param_(7)>=sizeof(ICMP_ECHO_REPLY)+_Param_(4)+8' is not true at this call Change 3075668 on 2016/08/03 by Steve.Robb Static analysis fix: warning C6326: Potential comparison of a constant with another constant Change 3075679 on 2016/08/03 by Chris.Wood Added -NoTrimCallstack command line arg to MDD calls from CRP 1.1.19 [OR-26335] - 29.1 crash reporter generating reports with no callstacks / info New MDD has -NoTrimCallstack option to leave possibly irrelevant entires in the stack. Trimming is somewhat arbitrary and based on string matching. I'd rather see the whole thing. Change 3077070 on 2016/08/04 by Steve.Robb Dead array slack tracking code removed. Change 3077113 on 2016/08/04 by Steve.Robb TEnumAsByte is now deprecated for enum classes. All current uses fixed (which tidies up that code anyway). New FArchive::op<< for enum classes. Generated code now never uses TEnumAsByte for enum classes. Change 3077117 on 2016/08/04 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'DefaultSettings' Change 3078709 on 2016/08/05 by Steve.Robb FUNCTION_NO_NULL_RETURN_* macros added to statically annotate a function to say that it never returns a null pointer. TObjectIterator annotated to never return null. NewObject annotated to never return null. Change 3078836 on 2016/08/05 by Graeme.Thornton Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading Change 3082217 on 2016/08/09 by Steve.Robb Missing #include for FUniqueNetIdRepl added. Change 3083679 on 2016/08/10 by Chris.Wood CrashReportProcess performance improvements. CRP v1.1.22 [UE-34402] - Crash Reporter: Improve CRP performance by allowing multiple MDD instances [UE-34403] - Crash Reporter: CRP should throw away crashes when backlog is too large to avoid runaway Passing lock details to MDD on command line and managing multiple MDD tasks in CRP. Configurable values for range of queue sizes that cause us to throw away crashes. Change 3085362 on 2016/08/11 by Steve.Robb Rule-of-three fixes for FAIMessageObserver, to prevent accidents. From here: https://udn.unrealengine.com/questions/306507/tstaticarray-doesnt-call-destructor-on-elements-be.html Change 3085396 on 2016/08/11 by Steve.Robb Swap can now be configured via the TUseBitwiseSwap trait to not use Memswap, which can be less optimal for certain types. Change 3088840 on 2016/08/15 by Steve.Robb TRemoveReference moved to its own header. Change 3088858 on 2016/08/15 by Steve.Robb TDecay moved to its own header. Change 3088963 on 2016/08/15 by Steve.Robb Invoke function, for doing a generic call on a generic callable thing. Equivalent to std::invoke. Change 3089144 on 2016/08/15 by Steve.Robb Algo::Transform updated to use Invoke. Algorithm tests updated to test the new features. Change 3089147 on 2016/08/15 by Steve.Robb TLess and TGreater moved to their own headers and defaulted to void as a type-deducing version, as per std::. Change 3090243 on 2016/08/16 by Steve.Robb New Algo::Sort and Algo::SortBy algorithms. Change 3090387 on 2016/08/16 by Steve.Robb Improved bitwise swapping for Swap. See: https://udn.unrealengine.com/questions/306922/swap-is-painfully-slow.html Change 3090444 on 2016/08/16 by Steve.Robb Ptr+Size overloads removed after discussion - MakeArrayView should be used instead. Change 3090495 on 2016/08/16 by Steve.Robb Assert when FString::Mid is passed a negative count. #jira UE-18756 Change 3093455 on 2016/08/18 by Steve.Robb Debuggability and efficiency improvements to UScriptStruct::DeferCppStructOps. Change 3094476 on 2016/08/19 by Steve.Robb BOM removed from InvariantCulture.h. Change 3094697 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects. Change 3094702 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Interactor'. Change 3094715 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6385: Reading invalid data from 'Order': the readable size is '256' bytes, but '8160' bytes may be read. Change 3094737 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'OwnedComponent'. warning C28182: Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did. Change 3094750 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'. Change 3094768 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'LevelSequence'. warning C6011: Dereferencing NULL pointer 'Actor'. Change 3094774 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CallFunctionNode'. Change 3094783 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TargetPin'. Change 3094807 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceClass'. Change 3094815 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'VarNode'. warning C6011: Dereferencing NULL pointer 'SourceClass'. Change 3094840 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TunnelGraph'. warning C28182: Dereferencing NULL pointer. 'GraphNode' contains the same NULL value as 'SourceNode' did. Change 3094864 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'. Change 3094880 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'PrevIfIndexMatchesStatement'. Change 3094886 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnBlueprintPin'. Change 3094903 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'K2Node'. Change 3094916 on 2016/08/19 by Steve.Robb Static analysis fix: Dereferencing NULL pointer 'CompilerContext'. Change 3094931 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'VariablePin'. Change 3094935 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'. Change 3094943 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Pin'. warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'TargetGraph' did. Change 3094960 on 2016/08/19 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastOutPin'. Change 3095046 on 2016/08/19 by Steve.Robb Single parameter version of CastChecked tagged to never return null. Change 3095054 on 2016/08/19 by Steve.Robb Committed wrong version in CL# 3095046. Change 3095089 on 2016/08/19 by Steve.Robb Static analysis fixes: warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts warning C6101: Returning uninitialized memory '*lpdwExitCode'. Change 3096035 on 2016/08/22 by Steve.Robb Fix for static lighting in pixel inspector. Change 3096039 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'World'. Change 3096045 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'. Change 3096058 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OtherPin'. Change 3096059 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'MainMesh'. Change 3096066 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceType'. Change 3096070 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastPushStatement'. Change 3096074 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OriginalDataTableInPin'. Change 3096075 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'. Change 3096081 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'RunningPlatformData'. Change 3096156 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'BP'. warning C6011: Dereferencing NULL pointer 'Object'. Change 3096308 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TopMipData'. warning C6011: Dereferencing NULL pointer 'MipCoverageData[0]'. Change 3096315 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'OldParent'. warning C6011: Dereferencing NULL pointer 'TestExecutionInfo'. Change 3096318 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OwnerClass'. Change 3096322 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshInstanceData'. Change 3096337 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Pin'. warning C6011: Dereferencing NULL pointer 'SpawnVarPin'. Change 3096345 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6246: Local declaration of 'NumTris' hides declaration of the same name in outer scope. Change 3096356 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'InWorld'. Change 3096387 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'ExpressionPreviewMaterial'. warning C6011: Dereferencing NULL pointer 'MaterialNode->MaterialExpression'. Change 3096400 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'FunctionInputs'. Change 3096413 on 2016/08/22 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'LODPackage' contains the same NULL value as 'AssetsOuter' did. Change 3096416 on 2016/08/22 by Steve.Robb Static analysis fixes: warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects. Change 3096423 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'RedirectorRefs.Redirector'. Change 3096439 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'NewObject'. Change 3096446 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'BaseClass'. Change 3096454 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldSkeleton'. Change 3096464 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'MyNode'. Change 3096469 on 2016/08/22 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'VRInteractor'. Change 3097559 on 2016/08/23 by Steve.Robb Alternate fix to CL# 3096439. Change 3097583 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceCategoryEnum'. warning C6011: Dereferencing NULL pointer 'CurrentWorld'. Change 3097584 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LocalizationTarget'. Change 3097585 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C28182: Dereferencing NULL pointer. 'VariableSetNode' contains the same NULL value as 'AssignmentNode' did. warning C6011: Dereferencing NULL pointer 'FirstNativeClass'. Change 3097588 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OutputObjClass'. Change 3097589 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Term' contains the same NULL value as 'RValueTerm' did. Change 3097591 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Schema'. Change 3097597 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'LayerInfo'. Change 3097598 on 2016/08/23 by Steve.Robb Const-correctness fix for ILandscapeEditorModule::GetHeightmapFormatByExtension and ILandscapeEditorModule::GetWeightmapFormatByExtension. Change 3097600 on 2016/08/23 by Steve.Robb Fix for incorrect null check. Change 3097605 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'TexDataPtr'. Bug filed here: https://connect.microsoft.com/VisualStudio/feedback/details/3078125 Change 3097609 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'BaseClass' did. Change 3097613 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'InEdGraph'. Change 3097620 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThisScalableFloat'. Change 3097627 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'AnimBlueprint'. Change 3097629 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Pin' contains the same NULL value as 'PoseNet' did. Change 3097631 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'IPOverlayInfo.Brush'. Change 3097634 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Survey'. Change 3097639 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Settings'. Change 3097650 on 2016/08/23 by Steve.Robb Alternate fix for CL# 3097597. Change 3097725 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'BodySetup'. Change 3097764 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'FoundMode' contains the same NULL value as 'ElementType * FoundMode=LoopModes.FindByPredicate(<lambda>)' did. Change 3097770 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Triangle'. Change 3097775 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurGroup'. Change 3097796 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceComponent'. Change 3097797 on 2016/08/23 by Steve.Robb Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'HitComponent'. Change 3097843 on 2016/08/23 by Steve.Robb Spurious static analysis fix: Dereferencing NULL pointer. 'MatchingNewPin' contains the same NULL value as 'UEdGraphPin ** MatchingNewPin=this->Pins.FindByPredicate(<lambda>)' did. Change 3097864 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'ObjectClass'. warning C6011: Dereferencing NULL pointer 'Client'. Change 3097871 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'SMLightingMesh->StaticMesh' contains the same NULL value as 'StaticMesh' did. Change 3098015 on 2016/08/23 by Steve.Robb Alternative fix for CL# 3094864. Change 3098024 on 2016/08/23 by Steve.Robb Alternative fix for CL# 3094943. Change 3098052 on 2016/08/23 by Steve.Robb Alternative fix for CL# 3094886. Change 3098080 on 2016/08/23 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'PrimitiveComponent' contains the same NULL value as 'ReplacementComponent' did. Change 3098102 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'IndexTermPtr'. Change 3098148 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'. warning C6011: Dereferencing NULL pointer 'OldNode'. warning C6011: Dereferencing NULL pointer 'LinkedPin'. warning C6011: Dereferencing NULL pointer 'RootNode'. Change 3098156 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'BTGraphNode'. Change 3098176 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'NewSection'. Change 3098182 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Sprite'. Change 3098197 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'. Coding standards fixes. Change 3098202 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ExistingEventNode'. Change 3098208 on 2016/08/23 by Steve.Robb Static analysis fixes: warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'GraphNew' did. warning C28182: Dereferencing NULL pointer. 'GoodGraph' contains the same NULL value as 'GraphNew' did. Change 3098229 on 2016/08/23 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'. Change 3099188 on 2016/08/24 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'. Change 3099195 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'NodeProperty'. Change 3099205 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'VarDesc'. Change 3099228 on 2016/08/24 by Steve.Robb Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'ParentNode' did. Change 3099539 on 2016/08/24 by Steve.Robb Spurious static analysis fixes: warning C6011: Dereferencing NULL pointer 'InBlueprint'. warning C28182: Dereferencing NULL pointer. 'TestObj' contains the same NULL value as 'TestOuter' did. https://connect.microsoft.com/VisualStudio/feedback/details/3082362 https://connect.microsoft.com/VisualStudio/feedback/details/3082622 Change 3099546 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldNode'. Change 3099561 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ReferencedObject'. Change 3099571 on 2016/08/24 by Steve.Robb Static analysis fix: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'CommonBaseClass' did. Change 3099600 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6385: Reading invalid data from 'this->Packages': the readable size is '24' bytes, but '32' bytes may be read. warning C6385: Reading invalid data from 'Diff.ObjectSets': the readable size is '24' bytes, but '32' bytes may be read. warning C6386: Buffer overrun while writing to 'Objects': the writable size is '24' bytes, but '32' bytes might be written. Change 3099912 on 2016/08/24 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'. Change 3099923 on 2016/08/24 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThumbnailInfo'. Change 3100977 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6001: Using uninitialized memory '*VectorRef'. warning C6001: Using uninitialized memory '*PointRef'. warning C6001: Using uninitialized memory '*PolyRef'. Coding standard fixes. Change 3100985 on 2016/08/25 by Steve.Robb Static analyis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'. Change 3100987 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C28183: 'Resources.BitmapHandle' could be '0', and is a copy of the value found in 'CreateDIBSection()`829': this does not adhere to the specification for the function 'SelectObject'. warning C6387: '_Param_(4)' could be '0': this does not adhere to the specification for the function 'CreateDIBSection'. Change 3100992 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical. Change 3101000 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6001: Using uninitialized memory 'tmpMemReq'. warning C6001: Using uninitialized memory 'TmpCreateInfo'. Change 3101004 on 2016/08/25 by Steve.Robb warning C28182: Dereferencing NULL pointer. 'FoliageActor' contains the same NULL value as 'Actor' did. Change 3101009 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshComponent'. Change 3101115 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Canvas'. Change 3101120 on 2016/08/25 by Steve.Robb Fixes to previous fixes. Change 3101128 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Stream'. Change 3101281 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6262: Function uses '99256' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap. warning C6001: Using uninitialized memory 'Pixel'. Change 3101292 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'BulkDataPointer'. Change 3101299 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'UnrealMaterial'. Change 3101300 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'AssetObject'. Change 3101304 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'MeshRootNode'. Change 3101311 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Cluster'. Change 3101323 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'StartNode'. Change 3101329 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Object'. Change 3101333 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ArrayRef'. Change 3101339 on 2016/08/25 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'ImportData'. warning C6011: Dereferencing NULL pointer 'CurveToImport'. Change 3101485 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'ObjectProperty'. Change 3101583 on 2016/08/25 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'UserDefinedStruct'. Change 3105721 on 2016/08/30 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'. Change 3105724 on 2016/08/30 by Steven.Hutton Change users page to more responsive paginated version. Change 3105725 on 2016/08/30 by Steven.Hutton Added field for crash processor failed Change 3105786 on 2016/08/30 by Steve.Robb Reintroduced missing operator<< for enum classes. Change 3105803 on 2016/08/30 by Steve.Robb Removal of obsolete code and state. PrepareCppStructOps() has several unreachable blocks, one of which sets UScriptStruct::bCppStructOpsFromBaseClass which is otherwise never true, so it can be removed too. Change 3106251 on 2016/08/30 by Steve.Robb Switch static analysis node to build editor instead of just the engine. Change 3107556 on 2016/08/31 by Steven.Hutton Added build version data from CRP to DB as part of add crash #rb none Change 3107557 on 2016/08/31 by Steven.Hutton Passed build version data to CRW through crash description #rb none Change 3107634 on 2016/08/31 by Graeme.Thornton Only accept "log=<filename>" and "abslog=<filename>" command line values if the filename has a "log" or "txt" extension #jira UE-20147 Change 3107797 on 2016/08/31 by Steve.Robb Fix for UHT debugging manifest, after paths changed in CL# 3088416. Change 3107964 on 2016/08/31 by Steve.Robb TCString::Strfind renamed to TCString::Strifind, as it is case-insensitive. New case-sensitive TCString::Strfind added, based on GitHub PR #2453. Change 3108023 on 2016/08/31 by Steve.Robb Removal of test code which no longer compiles now that we emit errors on skipped preprocessor blocks. Change 3108160 on 2016/08/31 by Steven.Hutton Update to add new filter to website front page #rb none Change 3109556 on 2016/09/01 by Steven.Hutton Fixing compile warning #rb none Change 3110001 on 2016/09/01 by Steve.Robb PR #2468: Fix for UnrealHeaderTool TArray<TScriptInterface<>> UFUNCTION parameters (Contributed by UnrealEverything) Change 3111835 on 2016/09/02 by Steve.Robb Enforce uint8 on UENUM() enum classes. #jira UE-35224 Change 3111867 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant. Change 3111880 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6386: Buffer overrun while writing to 'Views': the writable size is 'ShaderBindings.ResourceViews.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11ShaderResourceView> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written. warning C6386: Buffer overrun while writing to 'ConstantBuffers': the writable size is 'ShaderBindings.ConstantBuffers.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11Buffer> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written. Change 3111886 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6386: Buffer overrun while writing to 'DistortionMeshIndices': the writable size is 'NumIndices*2' bytes, but '4' bytes might be written. Change 3112025 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'pInputProcessParameters'. warning C6011: Dereferencing NULL pointer 'pOutputProcessParameters'. Change 3112051 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Command'. Change 3112066 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurNetDriver'. Change 3112093 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'byteArray'. Change 3112110 on 2016/09/02 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'PersistentParty'. Change 3112123 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CurDriver'. warning C6011: Dereferencing NULL pointer 'CurNetDriver'. warning C6011: Dereferencing NULL pointer 'CurWorld'. Change 3112157 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6011: Dereferencing NULL pointer 'UnitTest'. Change 3112283 on 2016/09/02 by Steve.Robb Static analysis fixes: warning C6244: Local declaration of 'None' hides previous declaration at line '173' of 'netcodeunittest.h'. Change 3113455 on 2016/09/05 by Chris.Wood CRP performance improvements (v1.1.25) Change 3113468 on 2016/09/05 by Steve.Robb Reverting unnecessary merge in CL# 3112464. Change 3113508 on 2016/09/05 by Steve.Robb Static analysis fix: warning C6031: Return value ignored: 'CoCreateGuid'. Change 3113588 on 2016/09/05 by Steve.Robb Static analysis fix: warning C6244: Local declaration of 'hInstance' hides previous declaration Change 3113863 on 2016/09/06 by Steve.Robb Fix for this error: Could not find a part of the path 'D:\Build\++UE4+Dev-Core+Compile\Sync\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor.modules'. Change 3113864 on 2016/09/06 by Steve.Robb Misc static analysis fixes for VS2015 Update 2. Change 3113918 on 2016/09/06 by Ben.Marsh Explicitly check for version manifest existing before trying to delete it, rather than swallowing the exception. Change 3114293 on 2016/09/06 by Steve.Robb Static analysis fixes for Visual Studio Update 2. Change 3115732 on 2016/09/07 by Steve.Robb Static analysis fix: warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap. Change 3115754 on 2016/09/07 by Steve.Robb GObjectArrayForDebugVisualizers init order fix. Removal of obsolete FName visualizer helper code. Change 3115774 on 2016/09/07 by Steve.Robb Fix for ICE by moving static variables into their own file and removing const return types. #jira UE-35597 Change 3116061 on 2016/09/07 by Steve.Robb Redundant LOCTEXT_NAMESPACE removed - was missed in CL# 3115774. Change 3117478 on 2016/09/08 by Steve.Robb Static analysis fixes in third party code, using a new macro-based system. Change 3119152 on 2016/09/09 by Steve.Robb TArray::RemoveAt and RemoveAtSwap with a bool Count is now a compile error. Change 3119200 on 2016/09/09 by Steve.Robb Fix for destructors not being called in TSparseArray move assignment. Change 3119568 on 2016/09/09 by Steve.Robb Fix for TSparseArray visualizer. Change 3119591 on 2016/09/09 by Steve.Robb New MakeShared function which allocates the object and reference controller in a single block. Change 3120281 on 2016/09/09 by Steve.Robb Fix for ICE on static analysis build. #jira UE-35596 Change 3120786 on 2016/09/12 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'SavedGame'. Change 3120787 on 2016/09/12 by Steve.Robb Removal of TEnumAsByte on enum classes. Change 3120789 on 2016/09/12 by Steve.Robb Static analysis fixes: warning C6385: Reading invalid data from 'D3D11X_CERAM_OFFSET_BY_SET_STAGE': the readable size is '28' bytes, but '64' bytes may be read. warning C6101: Returning uninitialized memory '*pDescriptorDst'. A successful path through the function does not set the named _Out_ parameter. Change 3121234 on 2016/09/12 by Steve.Robb Unused ToBuildInfoString function declaration removed. Change 3122616 on 2016/09/13 by Steve.Robb Static analysis fix: warning C6011: Dereferencing NULL pointer 'Compiler'. Change 3123070 on 2016/09/13 by Steve.Robb Static analysis fix: warning C28182: Dereferencing NULL pointer. 'top' contains the same NULL value as 'edge' did. [CL 3126145 by Robert Manuszewski in Main branch]
2016-09-15 00:21:42 -04:00
const ANSICHAR* VersionString = FCStringAnsi::Strifind(ShaderSource, "#version 100");
check(VersionString);
VersionString += 12; // strlen("# version 100");
Ar->Serialize((void*)ShaderSource, (VersionString - ShaderSource) * sizeof(ANSICHAR));
const char* PVRWorkaround = "\n#ifndef textureCubeLodEXT\n#define textureCubeLodEXT textureCubeLod\n#endif\n";
Ar->Serialize((void*)PVRWorkaround, FCStringAnsi::Strlen(PVRWorkaround));
Ar->Serialize((void*)VersionString, (SourceLen - (VersionString - ShaderSource)) * sizeof(ANSICHAR));
delete Ar;
}
}
if (bSavedSuccessfully && ENABLE_IMAGINATION_COMPILER)
{
const FString Arguments = CreateGLSLES2CompilerArguments(GLSLSourceFile, TEXT("ASM.txt"), Frequency, false);
FString StdOut;
FString StdErr;
int32 ReturnCode = 0;
// Run the PowerVR shader compiler and wait for completion
FPlatformProcess::ExecProcess(GetGLSLES2CompilerExecutable(false), *Arguments, &ReturnCode, &StdOut, &StdErr);
if (ReturnCode >= 0)
{
ShaderOutput.bSucceeded = true;
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
// Parse the cycle count
const int32 CycleCountStringLength = FPlatformString::Strlen(TEXT("Cycle count: "));
const int32 CycleCountIndex = StdOut.Find(TEXT("Cycle count: "));
if (CycleCountIndex != INDEX_NONE && CycleCountIndex + CycleCountStringLength < StdOut.Len())
{
const int32 CycleCountEndIndex = StdOut.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, CycleCountIndex + CycleCountStringLength);
if (CycleCountEndIndex != INDEX_NONE)
{
const FString InstructionSubstring = StdOut.Mid(CycleCountIndex + CycleCountStringLength, CycleCountEndIndex - (CycleCountIndex + CycleCountStringLength));
ShaderOutput.NumInstructions = FCString::Atoi(*InstructionSubstring);
}
}
}
else
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
// Print the name of the generated glsl file so we can open it with a double click in the VS.Net output window
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s \nPVR SDK glsl compiler for SGX543: %s"), *GLSLSourceFile, *StdOut);
}
}
else
{
ShaderOutput.bSucceeded = true;
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
}
}
else
{
ShaderOutput.bSucceeded = true;
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(ShaderOutput, ShaderInput, ShaderSource, SourceLen, GLSL_ES2);
}
}
/**
* Precompile a GLSL shader.
* @param ShaderOutput - The precompiled shader.
* @param ShaderInput - The shader input.
* @param InPreprocessedShader - The preprocessed source code.
*/
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 FOpenGLFrontend::PrecompileShader(FShaderCompilerOutput& ShaderOutput, const FShaderCompilerInput& ShaderInput, const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency)
{
check(ShaderInput.Target.Frequency < SF_NumFrequencies);
// Lookup the GL shader type.
GLenum GLFrequency = GLFrequencyTable[ShaderInput.Target.Frequency];
if (GLFrequency == GL_NONE)
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage = FString::Printf(TEXT("%s shaders not supported for use in OpenGL."), CrossCompiler::GetFrequencyName((EShaderFrequency)ShaderInput.Target.Frequency));
return;
}
if (Version == GLSL_ES2 || Version == GLSL_ES2_WEBGL || Version == GLSL_ES2_IOS)
{
PrecompileGLSLES2(ShaderOutput, ShaderInput, ShaderSource, Frequency);
}
else
{
// Create the shader with the preprocessed source code.
void* ContextPtr;
void* PrevContextPtr;
int MajorVersion = 0;
int MinorVersion = 0;
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
ConvertOpenGLVersionFromGLSLVersion(Version, MajorVersion, MinorVersion);
PlatformInitOpenGL(ContextPtr, PrevContextPtr, MajorVersion, MinorVersion);
GLint SourceLen = FCStringAnsi::Strlen(ShaderSource);
GLuint Shader = glCreateShader(GLFrequency);
{
const GLchar* SourcePtr = ShaderSource;
glShaderSource(Shader, 1, &SourcePtr, &SourceLen);
}
// Compile and get results.
glCompileShader(Shader);
{
GLint CompileStatus;
glGetShaderiv(Shader, GL_COMPILE_STATUS, &CompileStatus);
if (CompileStatus == GL_TRUE)
{
ShaderOutput.Target = ShaderInput.Target;
BuildShaderOutput(
ShaderOutput,
ShaderInput,
ShaderSource,
(int32)SourceLen,
Version
);
}
else
{
GLint LogLength;
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &LogLength);
if (LogLength > 1)
{
TArray<ANSICHAR> RawCompileLog;
FString CompileLog;
TArray<FString> LogLines;
RawCompileLog.Empty(LogLength);
RawCompileLog.AddZeroed(LogLength);
glGetShaderInfoLog(Shader, LogLength, /*OutLength=*/ NULL, RawCompileLog.GetData());
CompileLog = ANSI_TO_TCHAR(RawCompileLog.GetData());
CompileLog.ParseIntoArray(LogLines, TEXT("\n"), true);
for (int32 Line = 0; Line < LogLines.Num(); ++Line)
{
ParseGlslError(ShaderOutput.Errors, LogLines[Line]);
}
if (ShaderOutput.Errors.Num() == 0)
{
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage = FString::Printf(
TEXT("GLSL source:\n%sGL compile log: %s\n"),
ANSI_TO_TCHAR(ShaderSource),
ANSI_TO_TCHAR(RawCompileLog.GetData())
);
}
}
else
{
FShaderCompilerError* NewError = new(ShaderOutput.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage = TEXT("Shader compile failed without errors.");
}
ShaderOutput.bSucceeded = false;
}
}
glDeleteShader(Shader);
PlatformReleaseOpenGL(ContextPtr, PrevContextPtr);
}
}
/*------------------------------------------------------------------------------
External interface.
------------------------------------------------------------------------------*/
static FString CreateCrossCompilerBatchFile( const FString& ShaderFile, const FString& OutputFile, const FString& EntryPoint, EHlslShaderFrequency Frequency, GLSLVersion Version, uint32 CCFlags )
{
const TCHAR* VersionSwitch = TEXT("");
switch (Version)
{
case GLSL_150:
case GLSL_150_ES2:
case GLSL_150_ES3_1:
case GLSL_150_ES2_NOUB:
VersionSwitch = TEXT(" -gl3");
break;
case GLSL_150_MAC:
VersionSwitch = TEXT(" -gl3 -mac");
break;
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
case GLSL_ES3_1_ANDROID:
VersionSwitch = TEXT(" -es31");
break;
case GLSL_310_ES_EXT:
VersionSwitch = TEXT(" -es31ext");
break;
case GLSL_430:
VersionSwitch = TEXT(" -gl4");
break;
case GLSL_ES2:
case GLSL_ES2_WEBGL:
case GLSL_ES2_IOS:
VersionSwitch = TEXT(" -es2");
break;
default:
return TEXT("");
}
return CrossCompiler::CreateBatchFileContents(ShaderFile, OutputFile, Frequency, EntryPoint, VersionSwitch, CCFlags, TEXT(""));
}
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 FOpenGLFrontend::SetupPerVersionCompilationEnvironment(GLSLVersion Version, FShaderCompilerDefinitions& AdditionalDefines, EHlslCompileTarget& HlslCompilerTarget)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
{
switch (Version)
{
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
case GLSL_ES3_1_ANDROID:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1"), 1);
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES3_1;
break;
case GLSL_310_ES_EXT:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
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
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES3_1_EXT"), 1);
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
AdditionalDefines.SetDefine(TEXT("ESDEFERRED_PROFILE"), 1);
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES3_1Ext;
break;
case GLSL_430:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("GL4_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM5;
break;
case GLSL_150:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
break;
case GLSL_150_MAC:
AdditionalDefines.SetDefine(TEXT("MAC"), 1);
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("GL3_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
break;
case GLSL_ES2_WEBGL:
AdditionalDefines.SetDefine(TEXT("WEBGL"), 1);
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES2;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
case GLSL_ES2_IOS:
AdditionalDefines.SetDefine(TEXT("IOS"), 1);
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES2;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
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
AdditionalDefines.SetDefine(TEXT("noperspective"), TEXT(""));
break;
case GLSL_ES2:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL_ES2"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelES2;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("ES2_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
case GLSL_150_ES3_1:
AdditionalDefines.SetDefine(TEXT("COMPILER_GLSL"), 1);
AdditionalDefines.SetDefine(TEXT("ES3_1_PROFILE"), 1);
HlslCompilerTarget = HCT_FeatureLevelSM4;
AdditionalDefines.SetDefine(TEXT("row_major"), TEXT(""));
break;
default:
check(0);
}
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
}
uint32 FOpenGLFrontend::GetMaxSamplers(GLSLVersion Version)
{
switch (Version)
{
// Assume that GL4.3 targets support 32 samplers as we don't currently support separate sampler objects
case GLSL_430:
return 32;
// mimicing the old GetFeatureLevelMaxTextureSamplers for the rest
case GLSL_ES2:
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
case GLSL_ES2_IOS:
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
case GLSL_150_ES2:
case GLSL_150_ES2_NOUB:
return 8;
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
case GLSL_ES2_WEBGL:
// For WebGL 1 and 2, GL_MAX_TEXTURE_IMAGE_UNITS is generally much higher than on old GLES 2 Android
// devices, but we only know the limit at runtime. Assume a decent desktop default.
return 32;
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
default:
return 16;
}
}
uint32 FOpenGLFrontend::CalculateCrossCompilerFlags(GLSLVersion Version, bool bCompileES2With310, bool bUseFullPrecisionInPS)
{
uint32 CCFlags = HLSLCC_NoPreprocess | HLSLCC_PackUniforms | HLSLCC_DX11ClipSpace;
if (IsES2Platform(Version) && !IsPCES2Platform(Version))
{
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
// Currently only enabled for ES2, as there are still features to implement for SM4+ (atomics, global store, UAVs, etc)
CCFlags |= HLSLCC_ApplyCommonSubexpressionElimination;
}
if (bUseFullPrecisionInPS)
{
CCFlags |= HLSLCC_UseFullPrecisionInPS;
}
if (bCompileES2With310)
{
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
}
if (Version == GLSL_150_ES2_NOUB)
{
CCFlags |= HLSLCC_FlattenUniformBuffers | HLSLCC_FlattenUniformBufferStructures;
}
if (SupportsSeparateShaderObjects(Version))
{
CCFlags |= HLSLCC_SeparateShaderObjects;
}
return CCFlags;
}
FGlslCodeBackend* FOpenGLFrontend::CreateBackend(GLSLVersion Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarget)
{
return new FGlslCodeBackend(CCFlags, HlslCompilerTarget);
}
FGlslLanguageSpec* FOpenGLFrontend::CreateLanguageSpec(GLSLVersion Version)
{
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 PLATFORM_HTML5_BROWSER
// For backwards compatibility when targeting WebGL 2 shaders,
// generate GLES2/WebGL 1 style shaders but with GLES3/WebGL 2
// constructs available.
return new FGlslLanguageSpec(true);
#else
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 new FGlslLanguageSpec(IsES2Platform(Version) && !IsPCES2Platform(Version));
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
#endif
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
}
/**
* Compile a shader for OpenGL on Windows.
* @param Input - The input shader code and environment.
* @param Output - Contains shader compilation results upon return.
*/
void FOpenGLFrontend::CompileShader(const FShaderCompilerInput& Input,FShaderCompilerOutput& Output,const FString& WorkingDirectory, GLSLVersion Version)
{
FString PreprocessedShader;
FShaderCompilerDefinitions AdditionalDefines;
EHlslCompileTarget HlslCompilerTarget = HCT_InvalidTarget;
ECompilerFlags PlatformFlowControl = CFLAG_AvoidFlowControl;
const bool bCompileES2With310 = (Version == GLSL_ES2 && Input.Environment.CompilerFlags.Contains(CFLAG_FeatureLevelES31));
if (bCompileES2With310)
{
Version = GLSL_310_ES_EXT;
}
// set up compiler env based on version
SetupPerVersionCompilationEnvironment(Version, AdditionalDefines, HlslCompilerTarget);
AdditionalDefines.SetDefine(TEXT("COMPILER_HLSLCC"), 1);
const bool bDumpDebugInfo = (Input.DumpDebugInfoPath != TEXT("") && IFileManager::Get().DirectoryExists(*Input.DumpDebugInfoPath));
if(Input.Environment.CompilerFlags.Contains(CFLAG_AvoidFlowControl) || PlatformFlowControl == CFLAG_AvoidFlowControl)
{
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)1);
}
else
{
AdditionalDefines.SetDefine(TEXT("COMPILER_SUPPORTS_ATTRIBUTES"), (uint32)0);
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3010693) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2958982 on 2016/04/28 by Dmitriy.Dyomin Set owner name for RHI texture, for easier debugging Change 2976446 on 2016/05/12 by Niklas.Smedberg Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.) Change 2983781 on 2016/05/19 by Steve.Cano Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized) #jira UE-21121 #ue4 #android Change 2994202 on 2016/05/31 by Allan.Bentham Prevent clear transulcency volume null deref crash. Change test for allocated deferred render targets by testing against an exclusively deferred target (instead of potentially shared shadow depth surface) probable fix for UE-22073 Change 2995613 on 2016/05/31 by Dmitriy.Dyomin Added: Option to force full precision in a material UEMOB-109 Change 2997960 on 2016/06/02 by Gareth.Martin Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package #jira UE-31474 Change 2997988 on 2016/06/02 by Gareth.Martin Files missing from CL 2997960 #jira UE-31474 Change 2999222 on 2016/06/03 by Jack.Porter Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer Change 2999229 on 2016/06/03 by Jack.Porter Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering Change 3003540 on 2016/06/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3003779 on 2016/06/07 by Dmitriy.Dyomin Fixed: Criss-crossed sublevels cause NavMesh errors #jira UE-27157 Change 3004535 on 2016/06/07 by Steve.Cano Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android. #jira UE-25697 #ue4 #android Change 3005205 on 2016/06/07 by Niklas.Smedberg Bumped ASTC format version to invalidate bad server DDC Change 3005347 on 2016/06/08 by Dmitriy.Dyomin Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1) #jira UEMOB-108 Change 3005524 on 2016/06/08 by Dmitriy.Dyomin Fixed iOS build broken by CL# 3005347 Change 3005528 on 2016/06/08 by Jack.Porter Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code. Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides. Change 3005607 on 2016/06/08 by Dmitriy.Dyomin Fixed: Occasional crash on using Launch on Android device when device is being disconnected Change 3006705 on 2016/06/08 by Chris.Babcock Fix virtual joystick to return -1 to 1 ranges for thumbsticks #jira UE-31799 #ue4 #android #ios Change 3006960 on 2016/06/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3007050 on 2016/06/09 by Jack.Porter FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash Change 3007129 on 2016/06/09 by Dmitriy.Dyomin Fixed: Black edges seen on flames in Sun Temple #jira UE-31712 Change 3010686 on 2016/06/13 by Dmitriy.Dyomin Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES #jira UE-31933 [CL 3011074 by Jack Porter in Main branch]
2016-06-13 12:20:22 -04:00
const bool bUseFullPrecisionInPS = Input.Environment.CompilerFlags.Contains(CFLAG_UseFullPrecisionInPS);
if (bUseFullPrecisionInPS)
{
AdditionalDefines.SetDefine(TEXT("FORCE_FLOATS"), (uint32)1);
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
auto DoPreprocess = [&]() -> bool
{
if (Input.bSkipPreprocessedCache)
{
return FFileHelper::LoadFileToString(PreprocessedShader, *Input.SourceFilename);
}
else
{
return PreprocessShader(PreprocessedShader, Output, Input, AdditionalDefines);
}
};
if (DoPreprocess())
{
char* GlslShaderSource = NULL;
char* ErrorLog = NULL;
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
const bool bIsSM5 = IsSM5(Version);
const EHlslShaderFrequency FrequencyTable[] =
{
HSF_VertexShader,
bIsSM5 ? HSF_HullShader : HSF_InvalidFrequency,
bIsSM5 ? HSF_DomainShader : HSF_InvalidFrequency,
HSF_PixelShader,
IsES2Platform(Version) ? HSF_InvalidFrequency : HSF_GeometryShader,
bIsSM5 ? HSF_ComputeShader : HSF_InvalidFrequency
};
const EHlslShaderFrequency Frequency = FrequencyTable[Input.Target.Frequency];
if (Frequency == HSF_InvalidFrequency)
{
Output.bSucceeded = false;
FShaderCompilerError* NewError = new(Output.Errors) FShaderCompilerError();
NewError->StrippedErrorMessage = FString::Printf(
TEXT("%s shaders not supported for use in OpenGL."),
CrossCompiler::GetFrequencyName((EShaderFrequency)Input.Target.Frequency)
);
return;
}
// This requires removing the HLSLCC_NoPreprocess flag later on!
if (!RemoveUniformBuffersFromSource(PreprocessedShader))
{
return;
}
// Write out the preprocessed file and a batch file to compile it if requested (DumpDebugInfoPath is valid)
if (bDumpDebugInfo)
{
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".usf")));
if (FileWriter)
{
auto AnsiSourceFile = StringCast<ANSICHAR>(*PreprocessedShader);
FileWriter->Serialize((ANSICHAR*)AnsiSourceFile.Get(), AnsiSourceFile.Length());
FileWriter->Close();
delete FileWriter;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
if (Input.bGenerateDirectCompileFile)
{
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *(Input.DumpDebugInfoPath / TEXT("DirectCompile.txt")));
}
}
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
uint32 CCFlags = CalculateCrossCompilerFlags(Version, bCompileES2With310, bUseFullPrecisionInPS);
if (bDumpDebugInfo)
{
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
const FString USFFile = (Input.DumpDebugInfoPath / Input.SourceFilename) + TEXT(".usf");
const FString CCBatchFileContents = CreateCrossCompilerBatchFile(USFFile, GLSLFile, *Input.EntryPointName, Frequency, Version, CCFlags);
if (!CCBatchFileContents.IsEmpty())
{
const TCHAR * ScriptName = PLATFORM_WINDOWS ? TEXT("CrossCompile.bat") : TEXT("CrossCompile.sh");
FFileHelper::SaveStringToFile(CCBatchFileContents, *(Input.DumpDebugInfoPath / ScriptName));
}
}
// Required as we added the RemoveUniformBuffersFromSource() function (the cross-compiler won't be able to interpret comments w/o a preprocessor)
CCFlags &= ~HLSLCC_NoPreprocess;
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
FGlslCodeBackend* BackEnd = CreateBackend(Version, CCFlags, HlslCompilerTarget);
FGlslLanguageSpec* LanguageSpec = CreateLanguageSpec(Version);
int32 Result = 0;
FHlslCrossCompilerContext CrossCompilerContext(CCFlags, Frequency, HlslCompilerTarget);
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
if (CrossCompilerContext.Init(TCHAR_TO_ANSI(*Input.SourceFilename), LanguageSpec))
{
Result = CrossCompilerContext.Run(
TCHAR_TO_ANSI(*PreprocessedShader),
TCHAR_TO_ANSI(*Input.EntryPointName),
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
BackEnd,
&GlslShaderSource,
&ErrorLog
) ? 1 : 0;
}
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
delete BackEnd;
delete LanguageSpec;
if (Result != 0)
{
int32 GlslSourceLen = GlslShaderSource ? FCStringAnsi::Strlen(GlslShaderSource) : 0;
if (bDumpDebugInfo)
{
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
if (!GLBatchFileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
}
const FString NDABatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, true);
if (!NDABatchFileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(NDABatchFileContents, *(Input.DumpDebugInfoPath / TEXT("NDAGLSLCompile.bat")));
}
if (GlslSourceLen > 0)
{
uint32 Len = FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.SourceFilename)) + FCStringAnsi::Strlen(TCHAR_TO_ANSI(*Input.EntryPointName)) + FCStringAnsi::Strlen(GlslShaderSource) + 20;
char* Dest = (char*)malloc(Len);
FCStringAnsi::Snprintf(Dest, Len, "// ! %s.usf:%s\n%s", (const char*)TCHAR_TO_ANSI(*Input.SourceFilename), (const char*)TCHAR_TO_ANSI(*Input.EntryPointName), (const char*)GlslShaderSource);
free(GlslShaderSource);
GlslShaderSource = Dest;
GlslSourceLen = FCStringAnsi::Strlen(GlslShaderSource);
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / Input.SourceFilename + TEXT(".glsl")));
if (FileWriter)
{
FileWriter->Serialize(GlslShaderSource,GlslSourceLen+1);
FileWriter->Close();
delete FileWriter;
}
}
}
#if VALIDATE_GLSL_WITH_DRIVER
PrecompileShader(Output, Input, GlslShaderSource, Version, Frequency);
#else // VALIDATE_GLSL_WITH_DRIVER
int32 SourceLen = FCStringAnsi::Strlen(GlslShaderSource);
Output.Target = Input.Target;
BuildShaderOutput(Output, Input, GlslShaderSource, SourceLen, Version);
#endif // VALIDATE_GLSL_WITH_DRIVER
}
else
{
if (bDumpDebugInfo)
{
// Generate the batch file to help track down cross-compiler issues if necessary
const FString GLSLFile = (Input.DumpDebugInfoPath / TEXT("Output.glsl"));
const FString GLBatchFileContents = CreateCommandLineGLSLES2(GLSLFile, (Input.DumpDebugInfoPath / TEXT("Output.asm")), Version, Frequency, false);
if (!GLBatchFileContents.IsEmpty())
{
FFileHelper::SaveStringToFile(GLBatchFileContents, *(Input.DumpDebugInfoPath / TEXT("GLSLCompile.bat")));
}
}
FString Tmp = ANSI_TO_TCHAR(ErrorLog);
TArray<FString> ErrorLines;
Tmp.ParseIntoArray(ErrorLines, TEXT("\n"), true);
for (int32 LineIndex = 0; LineIndex < ErrorLines.Num(); ++LineIndex)
{
const FString& Line = ErrorLines[LineIndex];
CrossCompiler::ParseHlslccError(Output.Errors, Line);
}
}
if (GlslShaderSource)
{
free(GlslShaderSource);
}
if (ErrorLog)
{
free(ErrorLog);
}
}
}