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UnrealEngineUWP/Engine/Source/Editor/StatsViewer/Private/StatsPages/PrimitiveStatsPage.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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 "StatsPages/PrimitiveStatsPage.h"
#include "Engine/Level.h"
#include "GameFramework/Actor.h"
#include "Serialization/ArchiveCountMem.h"
#include "Components/PrimitiveComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Model.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/ModelComponent.h"
#include "Engine/Selection.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Editor.h"
#include "UObject/UObjectIterator.h"
#include "StaticMeshResources.h"
#include "LandscapeProxy.h"
#include "LightMap.h"
#include "LandscapeComponent.h"
#include "Engine/LevelStreaming.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
#include "SkeletalMeshTypes.h"
#define LOCTEXT_NAMESPACE "Editor.StatsViewer.PrimitiveStats"
FPrimitiveStatsPage& FPrimitiveStatsPage::Get()
{
static FPrimitiveStatsPage* Instance = NULL;
if( Instance == NULL )
{
Instance = new FPrimitiveStatsPage;
}
return *Instance;
}
/** Helper class to generate statistics */
struct PrimitiveStatsGenerator
{
/** Map a list of the resources with the data about them */
TMap<UObject*, UPrimitiveStats*> ResourceToStatsMap;
/** Check if the object is in a visible level */
bool IsInVisibleLevel( UObject* InObject, UWorld* InWorld ) const
{
check( InObject );
check( InWorld );
UObject* ObjectPackage = InObject->GetOutermost();
for( int32 LevelIndex=0; LevelIndex<InWorld->GetNumLevels(); LevelIndex++ )
{
ULevel* Level = InWorld->GetLevel(LevelIndex);
if( Level && Level->GetOutermost() == ObjectPackage )
{
return true;
}
}
return false;
}
/** Add a new statistic to the internal map (or update an existing one) from the supplied component */
UPrimitiveStats* Add(UPrimitiveComponent* InPrimitiveComponent, EPrimitiveObjectSets InObjectSet)
{
// Objects in transient package or transient objects are not part of level.
if( InPrimitiveComponent->GetOutermost() == GetTransientPackage() || InPrimitiveComponent->HasAnyFlags( RF_Transient ) )
{
return NULL;
}
// Owned by a default object? Not part of a level either.
if(InPrimitiveComponent->GetOuter() && InPrimitiveComponent->GetOuter()->IsDefaultSubobject() )
{
return NULL;
}
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(InPrimitiveComponent);
UModelComponent* ModelComponent = Cast<UModelComponent>(InPrimitiveComponent);
USkeletalMeshComponent* SkeletalMeshComponent = Cast<USkeletalMeshComponent>(InPrimitiveComponent);
ULandscapeComponent* LandscapeComponent = Cast<ULandscapeComponent>(InPrimitiveComponent);
UObject* Resource = NULL;
AActor* ActorOuter = Cast<AActor>(InPrimitiveComponent->GetOuter());
int32 VertexColorMem = 0;
int32 InstVertexColorMem = 0;
// Calculate number of direct and other lights relevant to this component.
int32 LightsLMCount = 0;
int32 LightsOtherCount = 0;
bool bUsesOnlyUnlitMaterials = InPrimitiveComponent->UsesOnlyUnlitMaterials();
// The static mesh is a static mesh component's resource.
if( StaticMeshComponent )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
UStaticMesh* Mesh = StaticMeshComponent->GetStaticMesh();
Resource = Mesh;
// Calculate vertex color memory on the actual mesh.
if( Mesh && Mesh->RenderData )
{
// Accumulate memory for each LOD
for( int32 LODIndex = 0; LODIndex < Mesh->RenderData->LODResources.Num(); ++LODIndex )
{
VertexColorMem += Mesh->RenderData->LODResources[LODIndex].ColorVertexBuffer.GetAllocatedSize();
}
}
// Calculate instanced vertex color memory used on the component.
for( int32 LODIndex = 0; LODIndex < StaticMeshComponent->LODData.Num(); ++LODIndex )
{
// Accumulate memory for each LOD
const FStaticMeshComponentLODInfo& LODInfo = StaticMeshComponent->LODData[ LODIndex ];
if( LODInfo.OverrideVertexColors )
{
InstVertexColorMem += LODInfo.OverrideVertexColors->GetAllocatedSize();
}
}
// Calculate the number of lightmap and shadow map lights
if( !bUsesOnlyUnlitMaterials )
{
if( StaticMeshComponent->LODData.Num() > 0 )
{
FStaticMeshComponentLODInfo& ComponentLODInfo = StaticMeshComponent->LODData[0];
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FMeshMapBuildData* MeshMapBuildData = StaticMeshComponent->GetMeshMapBuildData(ComponentLODInfo);
if( MeshMapBuildData && MeshMapBuildData->LightMap )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
LightsLMCount = MeshMapBuildData->LightMap->LightGuids.Num();
}
}
}
}
// A model component is its own resource.
else if( ModelComponent )
{
// Make sure model component is referenced by level.
ULevel* Level = CastChecked<ULevel>(ModelComponent->GetOuter());
if( Level->ModelComponents.Find( ModelComponent ) != INDEX_NONE )
{
Resource = ModelComponent->GetModel();
// Calculate the number of lightmap and shadow map lights
if( !bUsesOnlyUnlitMaterials )
{
const TIndirectArray<FModelElement> Elements = ModelComponent->GetElements();
if( Elements.Num() > 0 )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FMeshMapBuildData* MeshMapBuildData = Elements[0].GetMeshMapBuildData();
if( MeshMapBuildData && MeshMapBuildData->LightMap )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
LightsLMCount = MeshMapBuildData->LightMap->LightGuids.Num();
}
}
}
}
}
// The skeletal mesh of a skeletal mesh component is its resource.
else if( SkeletalMeshComponent )
{
USkeletalMesh* Mesh = SkeletalMeshComponent->SkeletalMesh;
Resource = Mesh;
// Calculate vertex color usage for skeletal meshes
if( Mesh )
{
FSkeletalMeshResource* SkelMeshResource = Mesh->GetResourceForRendering();
for( int32 LODIndex = 0; LODIndex < SkelMeshResource->LODModels.Num(); ++LODIndex )
{
const FStaticLODModel& LODModel = SkelMeshResource->LODModels[ LODIndex ];
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
VertexColorMem += LODModel.ColorVertexBuffer.GetAllocatedSize();
}
}
}
// The landscape of a landscape component is its resource.
else if (LandscapeComponent)
{
Resource = LandscapeComponent->GetLandscapeProxy();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FMeshMapBuildData* MeshMapBuildData = LandscapeComponent->GetMeshMapBuildData();
if (MeshMapBuildData && MeshMapBuildData->LightMap)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
LightsLMCount = MeshMapBuildData->LightMap->LightGuids.Num();
}
}
UWorld* World = InPrimitiveComponent->GetWorld();
// check(World); // @todo: re-instate this check once the GWorld migration has completed
/// If we should skip the actor. Skip if the actor has no outer or if we are only showing selected actors and the actor isn't selected
const bool bShouldSkip = ActorOuter == NULL || (ActorOuter != NULL && InObjectSet == PrimitiveObjectSets_SelectedObjects && ActorOuter->IsSelected() == false );
// Dont' care about components without a resource.
if( Resource
&& World != NULL
// Require actor association for selection and to disregard mesh emitter components. The exception being model components.
&& (!bShouldSkip || (ModelComponent && InObjectSet != PrimitiveObjectSets_SelectedObjects ) )
// Only list primitives in visible levels
&& IsInVisibleLevel( InPrimitiveComponent, World )
// Don't list pending kill components.
&& !InPrimitiveComponent->IsPendingKill() )
{
// Retrieve relevant lights.
TArray<const ULightComponent*> RelevantLights;
World->Scene->GetRelevantLights( InPrimitiveComponent, &RelevantLights );
// Only look for relevant lights if we aren't unlit.
if( !bUsesOnlyUnlitMaterials )
{
// Lightmap and shadow map lights are calculated above, per component type, infer the "other" light count here
LightsOtherCount = RelevantLights.Num() >= LightsLMCount ? RelevantLights.Num() - LightsLMCount : 0;
}
// Figure out memory used by light and shadow maps and light/ shadow map resolution.
int32 LightMapWidth = 0;
int32 LightMapHeight = 0;
InPrimitiveComponent->GetLightMapResolution( LightMapWidth, LightMapHeight );
int32 LMSMResolution = FMath::Sqrt( LightMapHeight * LightMapWidth );
int32 LightMapData = 0;
int32 LegacyShadowMapData = 0;
InPrimitiveComponent->GetLightAndShadowMapMemoryUsage( LightMapData, LegacyShadowMapData );
// Check whether we already have an entry for the associated static mesh.
UPrimitiveStats** StatsEntryPtr = ResourceToStatsMap.Find( Resource );
if( StatsEntryPtr )
{
check(*StatsEntryPtr);
UPrimitiveStats* StatsEntry = *StatsEntryPtr;
// We do. Update existing entry.
StatsEntry->Count++;
StatsEntry->Actors.AddUnique(ActorOuter);
StatsEntry->RadiusMin = FMath::Min( StatsEntry->RadiusMin, InPrimitiveComponent->Bounds.SphereRadius );
StatsEntry->RadiusMax = FMath::Max( StatsEntry->RadiusMax, InPrimitiveComponent->Bounds.SphereRadius );
StatsEntry->RadiusAvg += InPrimitiveComponent->Bounds.SphereRadius;
StatsEntry->LightsLM += LightsLMCount;
StatsEntry->LightsOther += LightsOtherCount;
StatsEntry->LightMapData += (float)LightMapData / 1024.0f;
StatsEntry->LMSMResolution += LMSMResolution;
StatsEntry->UpdateNames();
if ( !ModelComponent && !LandscapeComponent )
{
// Count instanced sections
StatsEntry->InstSections += StatsEntry->Sections;
StatsEntry->InstTriangles += StatsEntry->Triangles;
}
// ... in the case of a model component (aka BSP).
if( ModelComponent )
{
// If Count represents the Model itself, we do NOT want to increment it now.
StatsEntry->Count--;
for (const auto& Element : ModelComponent->GetElements())
{
StatsEntry->Triangles += Element.NumTriangles;
StatsEntry->Sections++;
}
StatsEntry->InstSections = StatsEntry->Sections;
StatsEntry->InstTriangles = StatsEntry->Triangles;
}
else if( StaticMeshComponent )
{
// This stat is used by multiple components so accumulate instanced vertex color memory.
StatsEntry->InstVertexColorMem += (float)InstVertexColorMem / 1024.0f;
}
else if (LandscapeComponent)
{
// If Count represents the Landscape itself, we do NOT want to increment it now.
StatsEntry->Count--;
}
}
else
{
// We don't. Create new base entry.
UPrimitiveStats* NewStatsEntry = NewObject<UPrimitiveStats>();
NewStatsEntry->AddToRoot();
NewStatsEntry->Object = Resource;
NewStatsEntry->Actors.AddUnique(ActorOuter);
NewStatsEntry->Count = 1;
NewStatsEntry->Triangles = 0;
NewStatsEntry->InstTriangles = 0;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
NewStatsEntry->ResourceSize = (float)(FArchiveCountMem(Resource).GetNum() + Resource->GetResourceSizeBytes(EResourceSizeMode::Exclusive)) / 1024.0f;
NewStatsEntry->Sections = 0;
NewStatsEntry->InstSections = 0;
NewStatsEntry->RadiusMin = InPrimitiveComponent->Bounds.SphereRadius;
NewStatsEntry->RadiusAvg = InPrimitiveComponent->Bounds.SphereRadius;
NewStatsEntry->RadiusMax = InPrimitiveComponent->Bounds.SphereRadius;
NewStatsEntry->LightsLM = LightsLMCount;
NewStatsEntry->LightsOther = (float)LightsOtherCount;
NewStatsEntry->LightMapData = (float)LightMapData / 1024.0f;
NewStatsEntry->LMSMResolution = LMSMResolution;
NewStatsEntry->VertexColorMem = (float)VertexColorMem / 1024.0f;
NewStatsEntry->InstVertexColorMem = (float)InstVertexColorMem / 1024.0f;
NewStatsEntry->UpdateNames();
// Fix up triangle and section count...
// ... in the case of a static mesh component.
if( StaticMeshComponent )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh();
if( StaticMesh && StaticMesh->RenderData )
{
for( int32 SectionIndex=0; SectionIndex<StaticMesh->RenderData->LODResources[0].Sections.Num(); SectionIndex++ )
{
const FStaticMeshSection& StaticMeshSection = StaticMesh->RenderData->LODResources[0].Sections[SectionIndex];
NewStatsEntry->Triangles += StaticMeshSection.NumTriangles;
NewStatsEntry->Sections++;
}
}
}
// ... in the case of a model component (aka BSP).
else if( ModelComponent )
{
TIndirectArray<FModelElement> Elements = ModelComponent->GetElements();
for( int32 ElementIndex=0; ElementIndex<Elements.Num(); ElementIndex++ )
{
const FModelElement& Element = Elements[ElementIndex];
NewStatsEntry->Triangles += Element.NumTriangles;
NewStatsEntry->Sections++;
}
}
// ... in the case of skeletal mesh component.
else if( SkeletalMeshComponent )
{
USkeletalMesh* SkeletalMesh = SkeletalMeshComponent->SkeletalMesh;
if( SkeletalMesh )
{
FSkeletalMeshResource* SkelMeshResource = SkeletalMesh->GetResourceForRendering();
if (SkelMeshResource->LODModels.Num())
{
const FStaticLODModel& BaseLOD = SkelMeshResource->LODModels[0];
for( int32 SectionIndex=0; SectionIndex<BaseLOD.Sections.Num(); SectionIndex++ )
{
const FSkelMeshSection& Section = BaseLOD.Sections[SectionIndex];
NewStatsEntry->Triangles += Section.NumTriangles;
NewStatsEntry->Sections++;
}
}
}
}
else if (LandscapeComponent)
{
TSet<UTexture2D*> UniqueTextures;
for (auto ItComponents = LandscapeComponent->GetLandscapeProxy()->LandscapeComponents.CreateConstIterator(); ItComponents; ++ItComponents)
{
const ULandscapeComponent* CurrentComponent = *ItComponents;
// count triangles and sections in the landscape
NewStatsEntry->Triangles += FMath::Square(CurrentComponent->ComponentSizeQuads) * 2;
NewStatsEntry->Sections += FMath::Square(CurrentComponent->NumSubsections);
// count resource usage of landscape
bool bNotUnique = false;
UniqueTextures.Add(CurrentComponent->HeightmapTexture, &bNotUnique);
if (!bNotUnique)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
const SIZE_T HeightmapResourceSize = CurrentComponent->HeightmapTexture->GetResourceSizeBytes(EResourceSizeMode::Exclusive);
NewStatsEntry->ResourceSize += HeightmapResourceSize;
}
if (CurrentComponent->XYOffsetmapTexture)
{
UniqueTextures.Add(CurrentComponent->XYOffsetmapTexture, &bNotUnique);
if (!bNotUnique)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
const SIZE_T OffsetmapResourceSize = CurrentComponent->XYOffsetmapTexture->GetResourceSizeBytes(EResourceSizeMode::Exclusive);
NewStatsEntry->ResourceSize += OffsetmapResourceSize;
}
}
for (auto ItWeightmaps = CurrentComponent->WeightmapTextures.CreateConstIterator(); ItWeightmaps; ++ItWeightmaps)
{
UniqueTextures.Add((*ItWeightmaps), &bNotUnique);
if (!bNotUnique)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
const SIZE_T WeightmapResourceSize = (*ItWeightmaps)->GetResourceSizeBytes(EResourceSizeMode::Exclusive);
NewStatsEntry->ResourceSize += WeightmapResourceSize;
}
}
}
}
NewStatsEntry->InstTriangles = NewStatsEntry->Triangles;
NewStatsEntry->InstSections = NewStatsEntry->Sections;
// Add to map.
ResourceToStatsMap.Add( Resource, NewStatsEntry );
return NewStatsEntry;
}
}
return NULL;
}
/** Called once all stats are gathered into the map */
void Generate()
{
// consolidate averages etc.
for( auto It = ResourceToStatsMap.CreateIterator(); It; ++It )
{
It.Value()->InstTriangles = It.Value()->Count * It.Value()->Triangles;
It.Value()->LightsTotal = ( (float)It.Value()->LightsLM + It.Value()->LightsOther ) / (float)It.Value()->Count;
It.Value()->ObjLightCost = It.Value()->LightsOther * It.Value()->Sections;
It.Value()->LightsOther = It.Value()->LightsOther / It.Value()->Count;
It.Value()->RadiusAvg /= It.Value()->Count;
It.Value()->LMSMResolution /= It.Value()->Count;
}
}
};
void FPrimitiveStatsPage::Generate( TArray< TWeakObjectPtr<UObject> >& OutObjects ) const
{
PrimitiveStatsGenerator Generator;
Generator.Generate();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt 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 #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
switch ((EPrimitiveObjectSets)ObjectSetIndex)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt 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 #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
case PrimitiveObjectSets_CurrentLevel:
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt 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 #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
for (TObjectIterator<UPrimitiveComponent> It; It; ++It)
{
AActor* Owner = Cast<AActor>((*It)->GetOwner());
if (Owner != nullptr && !Owner->HasAnyFlags(RF_ClassDefaultObject) && Owner->IsInLevel(GWorld->GetCurrentLevel()))
{
UPrimitiveStats* StatsEntry = Generator.Add(*It, (EPrimitiveObjectSets)ObjectSetIndex);
if (StatsEntry != nullptr)
{
OutObjects.Add(StatsEntry);
}
}
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt 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 #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
break;
case PrimitiveObjectSets_AllObjects:
{
if (GWorld != NULL)
{
TArray<ULevel*> Levels;
// Add main level.
Levels.AddUnique(GWorld->PersistentLevel);
// Add secondary levels.
for (int32 LevelIndex = 0; LevelIndex < GWorld->StreamingLevels.Num(); ++LevelIndex)
{
ULevelStreaming* StreamingLevel = GWorld->StreamingLevels[LevelIndex];
if (StreamingLevel != nullptr)
{
ULevel* Level = StreamingLevel->GetLoadedLevel();
if (Level != nullptr)
{
Levels.AddUnique(Level);
}
}
}
for (TObjectIterator<UPrimitiveComponent> It; It; ++It)
{
AActor* Owner = Cast<AActor>((*It)->GetOwner());
if (Owner != nullptr && !Owner->HasAnyFlags(RF_ClassDefaultObject))
{
ULevel* CheckLevel = Owner->GetLevel();
if (CheckLevel != nullptr && (Levels.Contains(CheckLevel)))
{
UPrimitiveStats* StatsEntry = Generator.Add(*It, (EPrimitiveObjectSets)ObjectSetIndex);
if (StatsEntry != nullptr)
{
OutObjects.Add(StatsEntry);
}
}
}
}
}
}
break;
case PrimitiveObjectSets_SelectedObjects:
{
TArray<UObject*> SelectedActors;
GEditor->GetSelectedActors()->GetSelectedObjects(AActor::StaticClass(), SelectedActors);
for (TObjectIterator<UPrimitiveComponent> It; It; ++It)
{
AActor* Owner = Cast<AActor>((*It)->GetOwner());
if (Owner != nullptr && !Owner->HasAnyFlags(RF_ClassDefaultObject) && SelectedActors.Contains(Owner))
{
UPrimitiveStats* StatsEntry = Generator.Add(*It, (EPrimitiveObjectSets)ObjectSetIndex);
if (StatsEntry != nullptr)
{
OutObjects.Add(StatsEntry);
}
}
}
}
break;
}
}
void FPrimitiveStatsPage::GenerateTotals( const TArray< TWeakObjectPtr<UObject> >& InObjects, TMap<FString, FText>& OutTotals ) const
{
if(InObjects.Num())
{
UPrimitiveStats* TotalEntry = NewObject<UPrimitiveStats>();
TotalEntry->RadiusMin = FLT_MAX;
TotalEntry->RadiusMax = 0.0f;
// build total entry
for( auto It = InObjects.CreateConstIterator(); It; ++It )
{
UPrimitiveStats* StatsEntry = Cast<UPrimitiveStats>( It->Get() );
TotalEntry->Count += StatsEntry->Count;
TotalEntry->Sections += StatsEntry->Sections;
TotalEntry->InstSections += StatsEntry->InstSections;
TotalEntry->Triangles += StatsEntry->Triangles;
TotalEntry->InstTriangles += StatsEntry->InstTriangles;
TotalEntry->ResourceSize += StatsEntry->ResourceSize;
TotalEntry->VertexColorMem += StatsEntry->VertexColorMem;
TotalEntry->InstVertexColorMem += StatsEntry->InstVertexColorMem;
TotalEntry->LightsLM += StatsEntry->LightsLM;
TotalEntry->LightsOther += StatsEntry->LightsOther;
TotalEntry->LightsTotal += StatsEntry->LightsTotal;
TotalEntry->ObjLightCost += FMath::TruncToFloat( StatsEntry->ObjLightCost );
TotalEntry->LightMapData += StatsEntry->LightMapData;
TotalEntry->LMSMResolution += StatsEntry->LMSMResolution;
TotalEntry->RadiusMin = FMath::Min(TotalEntry->RadiusMin, StatsEntry->RadiusMin);
TotalEntry->RadiusMax = FMath::Max(TotalEntry->RadiusMax, StatsEntry->RadiusMax);
TotalEntry->RadiusAvg += StatsEntry->RadiusAvg;
}
TotalEntry->LMSMResolution /= InObjects.Num();
TotalEntry->LightsTotal /= InObjects.Num();
TotalEntry->LightsOther /= InObjects.Num();
TotalEntry->RadiusAvg /= InObjects.Num();
OutTotals.Add( TEXT("Count"), FText::AsNumber( TotalEntry->Count ) );
OutTotals.Add( TEXT("InstSections"), FText::AsNumber( TotalEntry->InstSections ) );
OutTotals.Add( TEXT("Triangles"), FText::AsNumber( TotalEntry->Triangles ) );
OutTotals.Add( TEXT("InstTriangles"), FText::AsNumber( TotalEntry->InstTriangles ) );
OutTotals.Add( TEXT("ResourceSize"), FText::AsNumber( TotalEntry->ResourceSize ) );
OutTotals.Add( TEXT("VertexColorMem"), FText::AsNumber( TotalEntry->VertexColorMem ) );
OutTotals.Add( TEXT("InstVertexColorMem"), FText::AsNumber( TotalEntry->InstVertexColorMem ) );
OutTotals.Add( TEXT("LightsLM"), FText::AsNumber( TotalEntry->LightsLM ) );
OutTotals.Add( TEXT("LightsOther"), FText::AsNumber( TotalEntry->LightsOther ) );
OutTotals.Add( TEXT("LightsTotal"), FText::AsNumber( TotalEntry->LightsTotal ) );
OutTotals.Add( TEXT("ObjLightCost"), FText::AsNumber( TotalEntry->ObjLightCost ) );
OutTotals.Add( TEXT("LightMapData"), FText::AsNumber( TotalEntry->LightMapData ) );
OutTotals.Add( TEXT("LMSMResolution"), FText::AsNumber( TotalEntry->LMSMResolution ) );
OutTotals.Add( TEXT("RadiusMin"), FText::AsNumber( TotalEntry->RadiusMin ) );
OutTotals.Add( TEXT("RadiusMax"), FText::AsNumber( TotalEntry->RadiusMax ) );
OutTotals.Add( TEXT("RadiusAvg"), FText::AsNumber( TotalEntry->RadiusAvg ) );
}
}
void FPrimitiveStatsPage::OnEditorSelectionChanged( UObject* NewSelection, TWeakPtr< IStatsViewer > InParentStatsViewer )
{
if(InParentStatsViewer.IsValid())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
const int32 ObjSetIndex = InParentStatsViewer.Pin()->GetObjectSetIndex();
if( ObjSetIndex == PrimitiveObjectSets_SelectedObjects )
{
InParentStatsViewer.Pin()->Refresh();
}
}
}
void FPrimitiveStatsPage::OnEditorNewCurrentLevel( TWeakPtr< IStatsViewer > InParentStatsViewer )
{
if(InParentStatsViewer.IsValid())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
const int32 ObjSetIndex = InParentStatsViewer.Pin()->GetObjectSetIndex();
if( ObjSetIndex == PrimitiveObjectSets_CurrentLevel )
{
InParentStatsViewer.Pin()->Refresh();
}
}
}
void FPrimitiveStatsPage::OnShow( TWeakPtr< IStatsViewer > InParentStatsViewer )
{
// register delegates for scene changes we are interested in
USelection::SelectionChangedEvent.AddRaw(this, &FPrimitiveStatsPage::OnEditorSelectionChanged, InParentStatsViewer);
FEditorDelegates::NewCurrentLevel.AddRaw(this, &FPrimitiveStatsPage::OnEditorNewCurrentLevel, InParentStatsViewer);
}
void FPrimitiveStatsPage::OnHide()
{
// unregister delegates
USelection::SelectionChangedEvent.RemoveAll(this);
FEditorDelegates::NewCurrentLevel.RemoveAll(this);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
#undef LOCTEXT_NAMESPACE