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UnrealEngineUWP/Engine/Source/Editor/WorldBrowser/Private/LevelCollectionModel.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Framework/Commands/UICommandList.h"
#include "Engine/World.h"
#include "TickableEditorObject.h"
#include "DragAndDrop/LevelDragDropOp.h"
#include "Misc/IFilter.h"
#include "LevelModel.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Misc/FilterCollection.h"
class FMenuBuilder;
class IDetailsView;
class UEditorEngine;
class UMaterialInterface;
typedef IFilter< const FLevelModel* > LevelFilter;
typedef TFilterCollection< const FLevelModel* > LevelFilterCollection;
/**
* Interface for non-UI presentation logic for a world
*/
class FLevelCollectionModel
: public TSharedFromThis<FLevelCollectionModel>
, public FTickableEditorObject
{
public:
DECLARE_EVENT_OneParam( FLevelCollectionModel, FOnNewItemAdded, TSharedPtr<FLevelModel>);
DECLARE_EVENT( FLevelCollectionModel, FSimpleEvent );
public:
FLevelCollectionModel();
virtual ~FLevelCollectionModel();
/** FTickableEditorObject interface */
void Tick( float DeltaTime ) override;
bool IsTickable() const override { return true; }
TStatId GetStatId() const override;
/** FTickableEditorObject interface */
/** @return Whether level collection is read only now */
bool IsReadOnly() const;
/** @return Whether level collection is in PIE/SIE mode */
bool IsSimulating() const;
/** @return Current simulation world */
UWorld* GetSimulationWorld() const;
/** @return Current editor world */
UWorld* GetWorld(bool bEvenIfPendingKill = false) const { return CurrentWorld.Get(bEvenIfPendingKill); }
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
/** @return Whether current world has world origin rebasing enabled */
bool IsOriginRebasingEnabled() const;
/** Current world size */
FIntPoint GetWorldSize() const { return WorldSize; }
/** @return Root list of levels in hierarchy */
FLevelModelList& GetRootLevelList();
/** @return All level list managed by this level collection */
const FLevelModelList& GetAllLevels() const;
/** @return List of filtered levels */
const FLevelModelList& GetFilteredLevels() const;
/** @return Currently selected level list */
const FLevelModelList& GetSelectedLevels() const;
/** Adds a filter which restricts the Levels shown in UI */
void AddFilter(const TSharedRef<LevelFilter>& InFilter);
/** Removes a filter which restricted the Levels shown in UI */
void RemoveFilter(const TSharedRef<LevelFilter>& InFilter);
/** @return Whether level filtering is active now */
bool IsFilterActive() const;
/** Iterates through level hierarchy with given Visitor */
void IterateHierarchy(FLevelModelVisitor& Visitor);
/** Sets selected level list */
void SetSelectedLevels(const FLevelModelList& InList);
/** Sets selection to a levels that is currently marked as selected in UWorld */
void SetSelectedLevelsFromWorld();
/** @return Found level model which represents specified level object */
TSharedPtr<FLevelModel> FindLevelModel(ULevel* InLevel) const;
/** @return Found level model with specified level package name */
TSharedPtr<FLevelModel> FindLevelModel(const FName& PackageName) const;
/** Hides level in the world */
void HideLevels(const FLevelModelList& InLevelList);
/** Shows level in the world */
void ShowLevels(const FLevelModelList& InLevelList);
/** Unlocks level in the world */
void UnlockLevels(const FLevelModelList& InLevelList);
/** Locks level in the world */
void LockLevels(const FLevelModelList& InLevelList);
/** Saves level to disk */
void SaveLevels(const FLevelModelList& InLevelList);
/** Loads level from disk */
void LoadLevels(const FLevelModelList& InLevelList);
/** Unloads levels from the editor */
virtual void UnloadLevels(const FLevelModelList& InLevelList);
/** Translate levels by specified delta */
virtual void TranslateLevels(const FLevelModelList& InLevelList, FVector2D InAbsoluteDelta, bool bSnapDelta = true);
/** Snaps translation delta */
virtual FVector2D SnapTranslationDelta(const FLevelModelList& InLevelList, FVector2D InAbsoluteDelta, bool bBoundsSnapping, float SnappingValue);
/** Updates current translation delta, when user drags levels on minimap */
virtual void UpdateTranslationDelta(const FLevelModelList& InLevelList, FVector2D InTranslationDelta, bool bBoundsSnapping, float SnappingValue);
/** Attach levels as children to specified level */
void AssignParent(const FLevelModelList& InLevels, TSharedPtr<FLevelModel> InParent);
/** Adds all levels in worlds represented by the supplied world list as sublevels */
virtual void AddExistingLevelsFromAssetData(const TArray<class FAssetData>& WorldList);
/** Create drag drop operation for a selected level models */
virtual TSharedPtr<class FLevelDragDropOp> CreateDragDropOp() const;
/** @return Whether specified level passes all filters */
virtual bool PassesAllFilters(const FLevelModel& InLevelModel) const;
/** Builds 'hierarchy' commands menu for a selected levels */
virtual void BuildHierarchyMenu(FMenuBuilder& InMenuBuilder) const;
/** Customize 'File' section in main menu */
virtual void CustomizeFileMainMenu(FMenuBuilder& InMenuBuilder) const;
/** @return Player view in the PIE/Simulation world */
virtual bool GetPlayerView(FVector& Location, FRotator& Rotation) const;
/** @return Observer view in the Editor/Similuation world */
virtual bool GetObserverView(FVector& Location, FRotator& Rotation) const;
/** Compares 2 levels by Z order */
virtual bool CompareLevelsZOrder(TSharedPtr<FLevelModel> InA, TSharedPtr<FLevelModel> InB) const;
/** Registers level details customizations */
virtual void RegisterDetailsCustomization(class FPropertyEditorModule& PropertyModule, TSharedPtr<class IDetailsView> InDetailsView);
/** Unregisters level details customizations */
virtual void UnregisterDetailsCustomization(class FPropertyEditorModule& PropertyModule, TSharedPtr<class IDetailsView> InDetailsView);
/** @return Whether this level collection model is a tile world */
virtual bool IsTileWorld() const { return false; };
/** Rebuilds levels collection */
void PopulateLevelsList();
/** Rebuilds the list of filtered Levels */
void PopulateFilteredLevelsList();
/** Request to update levels cached information */
void RequestUpdateAllLevels();
/** Request to redraw all levels */
void RequestRedrawAllLevels();
/** Updates all levels cached information */
void UpdateAllLevels();
/** Redraws all levels */
void RedrawAllLevels();
/** Updates level actor count for all levels */
void UpdateLevelActorsCount();
/** @return whether exactly one level is selected */
bool IsOneLevelSelected() const;
/** @return whether at least one level is selected */
bool AreAnyLevelsSelected() const;
/** @return whether all the currently selected levels are loaded */
bool AreAllSelectedLevelsLoaded() const;
/** @return whether any of the currently selected levels is loaded */
bool AreAnySelectedLevelsLoaded() const;
/** @return whether all the currently selected levels are unloaded */
bool AreAllSelectedLevelsUnloaded() const;
/** @return whether any of the currently selected levels is unloaded */
bool AreAnySelectedLevelsUnloaded() const;
/** @return whether all the currently selected levels are editable */
bool AreAllSelectedLevelsEditable() const;
/** @return whether all the currently selected levels are editable and not persistent */
bool AreAllSelectedLevelsEditableAndNotPersistent() const;
/** @return whether all the currently selected levels are editable and visible*/
bool AreAllSelectedLevelsEditableAndVisible() const;
/** @return whether any of the currently selected levels is editable */
bool AreAnySelectedLevelsEditable() const;
/** @return whether any of the currently selected levels is editable and visible*/
bool AreAnySelectedLevelsEditableAndVisible() const;
/** @return whether currently only one level selected and it is editable */
bool IsSelectedLevelEditable() const;
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
/** @return whether currently only one level selected and a lighting scenario */
bool IsNewLightingScenarioState(bool bExistingState) const;
void SetIsLightingScenario(bool bNewLightingScenario);
/** @return whether any of the currently selected levels is dirty */
bool AreAnySelectedLevelsDirty() const;
/** @return whether at least one actor is selected */
bool AreActorsSelected() const;
/** @return whether moving the selected actors to the selected level is a valid action */
bool IsValidMoveActorsToLevel() const;
/** @return whether moving the selected foliage to the selected level is a valid action */
bool IsValidMoveFoliageToLevel() const;
/** delegate used to pickup when the selection has changed */
void OnActorSelectionChanged(UObject* obj);
/** Sets a flag to re-cache whether the selected actors move to the selected level is valid */
void OnActorOrLevelSelectionChanged();
/** @return whether 'display paths' is enabled */
bool GetDisplayPathsState() const;
/** Sets 'display paths', whether to show long package name in level display name */
void SetDisplayPathsState(bool bDisplayPaths);
/** @return whether 'display actors count' is enabled */
bool GetDisplayActorsCountState() const;
/** Sets 'display actors count', whether to show actors count next to level name */
void SetDisplayActorsCountState(bool bDisplayActorsCount);
/** Broadcasts whenever items selection has changed */
FSimpleEvent SelectionChanged;
void BroadcastSelectionChanged();
/** Broadcasts whenever items collection has changed */
FSimpleEvent CollectionChanged;
void BroadcastCollectionChanged();
/** Broadcasts whenever items hierarchy has changed */
FSimpleEvent HierarchyChanged;
void BroadcastHierarchyChanged();
/** Editable world axis length */
static float EditableAxisLength();
/** Editable world bounds */
static FBox EditableWorldArea();
/** */
static void SCCCheckOut(const FLevelModelList& InList);
static void SCCCheckIn(const FLevelModelList& InList);
static void SCCOpenForAdd(const FLevelModelList& InList);
static void SCCHistory(const FLevelModelList& InList);
static void SCCRefresh(const FLevelModelList& InList);
static void SCCDiffAgainstDepot(const FLevelModelList& InList, UEditorEngine* InEditor);
/** @return List of valid level package names from a specified level model list*/
static TArray<FName> GetPackageNamesList(const FLevelModelList& InList);
/** @return List of valid level package filenames from a specified level model list*/
static TArray<FString> GetFilenamesList(const FLevelModelList& InList);
/** @return List of valid packages from a specified level model list*/
static TArray<UPackage*> GetPackagesList(const FLevelModelList& InList);
/** @return List of valid level objects from a specified level model list*/
static TArray<ULevel*> GetLevelObjectList(const FLevelModelList& InList);
/** @return List of loaded level models from a specified level model list*/
static FLevelModelList GetLoadedLevels(const FLevelModelList& InList);
/** @return List of all level models found while traversing hierarchy of specified level models */
static FLevelModelList GetLevelsHierarchy(const FLevelModelList& InList);
/** @return Total bounding box of specified level models */
static FBox GetLevelsBoundingBox(const FLevelModelList& InList, bool bIncludeChildren);
/** @return Total bounding box of specified visible level models */
static FBox GetVisibleLevelsBoundingBox(const FLevelModelList& InList, bool bIncludeChildren);
/** @return The UICommandList supported by this collection */
const TSharedRef<const FUICommandList> GetCommandList() const;
/** */
void LoadSettings();
/** */
void SaveSettings();
protected:
/** Refreshes current cached data */
void RefreshBrowser_Executed();
/** Load selected levels to the world */
void LoadSelectedLevels_Executed();
/** Unload selected level from the world */
void UnloadSelectedLevels_Executed();
/** Make this Level the Current Level */
void MakeLevelCurrent_Executed();
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
/** Find selected levels in Content Browser */
void FindInContentBrowser_Executed();
/** Is FindInContentBrowser a valid action */
bool IsValidFindInContentBrowser();
/** Moves the selected actors to this level */
void MoveActorsToSelected_Executed();
/** Moves the selected foliage to this level */
void MoveFoliageToSelected_Executed();
/** Saves selected levels */
void SaveSelectedLevels_Executed();
/** Saves selected level under new name */
void SaveSelectedLevelAs_Executed();
/** Migrate selected levels */
void MigrateSelectedLevels_Executed();
/** Expand selected items hierarchy */
void ExpandSelectedItems_Executed();
/** Check-Out selected levels from SCC */
void OnSCCCheckOut();
/** Mark for Add selected levels from SCC */
void OnSCCOpenForAdd();
/** Check-In selected levels from SCC */
void OnSCCCheckIn();
/** Shows the SCC History of selected levels */
void OnSCCHistory();
/** Refreshes the states selected levels from SCC */
void OnSCCRefresh();
/** Diffs selected levels from with those in the SCC depot */
void OnSCCDiffAgainstDepot();
/** Enable source control features */
void OnSCCConnect() const;
/** Selects all levels in the collection view model */
void SelectAllLevels_Executed();
/** De-selects all levels in the collection view model */
void DeselectAllLevels_Executed();
/** Inverts level selection in the collection view model */
void InvertSelection_Executed();
/** Adds the Actors in the selected Levels from the viewport's existing selection */
void SelectActors_Executed();
/** Removes the Actors in the selected Levels from the viewport's existing selection */
void DeselectActors_Executed();
/** Toggles selected levels to a visible state in the viewports */
void ShowSelectedLevels_Executed();
/** Toggles selected levels to an invisible state in the viewports */
void HideSelectedLevels_Executed();
/** Toggles the selected levels to a visible state; toggles all other levels to an invisible state */
void ShowOnlySelectedLevels_Executed();
/** Toggles all levels to a visible state in the viewports */
void ShowAllLevels_Executed();
/** Hides all levels to an invisible state in the viewports */
void HideAllLevels_Executed();
/** Locks selected levels */
void LockSelectedLevels_Executed();
/** Unlocks selected levels */
void UnlockSelectedLevels_Executed();
/** Locks all levels */
void LockAllLevels_Executed();
/** Unlocks all levels */
void UnockAllLevels_Executed();
/** Toggle all read-only levels */
void ToggleReadOnlyLevels_Executed();
/** true if the SCC Check-Out option is available */
bool CanExecuteSCCCheckOut() const
{
return bCanExecuteSCCCheckOut;
}
/** true if the SCC Check-In option is available */
bool CanExecuteSCCCheckIn() const
{
return bCanExecuteSCCCheckIn;
}
/** true if the SCC Mark for Add option is available */
bool CanExecuteSCCOpenForAdd() const
{
return bCanExecuteSCCOpenForAdd;
}
/** true if Source Control options are generally available. */
bool CanExecuteSCC() const
{
return bCanExecuteSCC;
}
/** Fills MenuBulder with Lock level related commands */
void FillLockSubMenu(class FMenuBuilder& MenuBuilder);
/** Fills MenuBulder with level visisbility related commands */
void FillVisibilitySubMenu(class FMenuBuilder& MenuBuilder);
/** Fills MenuBulder with SCC related commands */
void FillSourceControlSubMenu(class FMenuBuilder& MenuBuilder);
protected:
/** */
virtual void Initialize(UWorld* InWorld);
/** */
virtual void BindCommands();
/** Removes the Actors in all read-only Levels from the viewport's existing selection */
void DeselectActorsInAllReadOnlyLevel(const FLevelModelList& InLevelList);
/** Removes the Actors in all read-only Levels from the viewport's existing selection */
void DeselectSurfaceInAllReadOnlyLevel(const FLevelModelList& InLevelList);
/** Called whenever level collection has been changed */
virtual void OnLevelsCollectionChanged();
/** Called whenever level selection has been changed */
virtual void OnLevelsSelectionChanged();
/** Called whenever level selection has been changed outside of this module, usually via World->SetSelectedLevels */
void OnLevelsSelectionChangedOutside();
/** Called whenever level collection hierarchy has been changed */
virtual void OnLevelsHierarchyChanged();
/** Called before loading specified level models into editor */
virtual void OnPreLoadLevels(const FLevelModelList& InList) {};
/** Called before making visible specified level models */
virtual void OnPreShowLevels(const FLevelModelList& InList) {};
/** Called when level was added to the world */
void OnLevelAddedToWorld(ULevel* InLevel, UWorld* InWorld);
/** Called when level was removed from the world */
void OnLevelRemovedFromWorld(ULevel* InLevel, UWorld* InWorld);
/** Handler for FEditorSupportDelegates::RedrawAllViewports event */
void OnRedrawAllViewports();
/** Handler for when an actor was added to a level */
void OnLevelActorAdded(AActor* InActor);
/** Handler for when an actor was removed from a level */
void OnLevelActorDeleted(AActor* InActor);
/** Handler for level filter collection changes */
void OnFilterChanged();
/** Caches the variables for which SCC menu options are available */
void CacheCanExecuteSourceControlVars() const;
protected:
// The editor world from where we pull our data
TWeakObjectPtr<UWorld> CurrentWorld;
// Has request to update all levels cached
bool bRequestedUpdateAllLevels;
// Has request to redraw all levels
bool bRequestedRedrawAllLevels;
// Has request to update actors count for all levels
bool bRequestedUpdateActorsCount;
/** The list of commands with bound delegates for the Level collection */
const TSharedRef<FUICommandList> CommandList;
/** The collection of filters used to restrict the Levels shown in UI */
const TSharedRef<LevelFilterCollection> Filters;
/** Levels in the root of hierarchy, persistent levels */
FLevelModelList RootLevelsList;
/** All levels found in the world */
FLevelModelList AllLevelsList;
/** All levels in a map<PackageName, LevelModel> */
TMap<FName, TSharedPtr<FLevelModel>> AllLevelsMap;
/** Filtered levels from AllLevels list */
FLevelModelList FilteredLevelsList;
/** Currently selected levels */
FLevelModelList SelectedLevelsList;
/** Cached value of world size (sum of levels size) */
FIntPoint WorldSize;
/** Whether we should show long package names in level display names */
bool bDisplayPaths;
/** Whether we should show actors count next to level name */
bool bDisplayActorsCount;
/** true if the SCC Check-Out option is available */
mutable bool bCanExecuteSCCCheckOut;
/** true if the SCC Check-In option is available */
mutable bool bCanExecuteSCCOpenForAdd;
/** true if the SCC Mark for Add option is available */
mutable bool bCanExecuteSCCCheckIn;
/** true if Source Control options are generally available. */
mutable bool bCanExecuteSCC;
/** Flag for whether the selection of levels or actors has changed */
mutable bool bSelectionHasChanged;
/** Guard to avoid recursive level selection updates */
bool bUpdatingLevelsSelection;
};
/** Current world origin location on XY plane */
FORCEINLINE FIntPoint GetWorldOriginLocationXY(UWorld* InWorld)
{
return FIntPoint(InWorld->OriginLocation.X, InWorld->OriginLocation.Y);
}
//
// Helper struct to temporally make specified UObject immune to dirtying
//
struct FUnmodifiableObject
{
FUnmodifiableObject(UObject* InObject)
: ImmuneObject(InObject)
, bTransient(InObject->HasAnyFlags(RF_Transient))
{
if (!bTransient)
{
ImmuneObject->SetFlags(RF_Transient);
}
}
~FUnmodifiableObject()
{
if (!bTransient)
{
ImmuneObject->ClearFlags(RF_Transient);
}
}
private:
UObject* ImmuneObject;
bool bTransient;
};
/** */
struct FTiledLandscapeImportSettings
{
FTiledLandscapeImportSettings()
: Scale3D(100.f,100.f,100.f)
, ComponentsNum(8)
, QuadsPerSection(63)
, SectionsPerComponent(1)
, TilesCoordinatesOffset(0,0)
, SizeX(1009)
, bFlipYAxis(true)
{}
FVector Scale3D;
int32 ComponentsNum;
int32 QuadsPerSection;
int32 SectionsPerComponent;
TArray<FString> HeightmapFileList;
TArray<FIntPoint> TileCoordinates;
Copying //UE4/Dev-Landscape to //UE4/Dev-Main (Source: //UE4/Dev-Landscape @ 3053591) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3016060 on 2016/06/16 by Gareth.Martin Fixed check being hit in AActor::InvalidateLightingCacheDetailed when building lighting with grass (cloned from 4.12) #jira UE-31766 Change 3016346 on 2016/06/16 by Gareth.Martin Fixed crash when editing landscape component properties and then clicking in the editor viewport (cloned from 4.12) #jira UE-32060 Change 3016366 on 2016/06/16 by Gareth.Martin Refactor Landscape Select / Mask tools so that they don't share a common brush stroke class - they had no common code, there was just a massive if statement in there selecting between the two behaviours Change 3017787 on 2016/06/17 by Gareth.Martin Added Copy/Transform Algos Change 3019479 on 2016/06/20 by Gareth.Martin Fix for user-reported crash in landscape circle brush (https://udn.unrealengine.com/questions/298966/crash-in-flandscapebrushcircletick.html) Change 3020927 on 2016/06/21 by Gareth.Martin Fixed "Obj in another map" error when packaging a project containing Landscape for Android #jira UE-32194 Change 3021318 on 2016/06/21 by Gareth.Martin Fixed crash in PIE while using Landscape Splines with bPlaceSplineMeshesInStreamingLevels #jira UE-32034 Change 3024769 on 2016/06/23 by Gareth.Martin Allow creation of transient objects during saving, as they wouldn't be saved anyway (and the slate font system did during autosave and hit this check) #jira UE-32194 Change 3026457 on 2016/06/24 by Gareth.Martin Fixed crash when setting landscape component collision mip to an invalid value while in collision viewmode (cloned from 4.12) #jira UE-32415 Change 3032336 on 2016/06/29 by Gareth.Martin Fixed a long-standing issue with undo/redo nulling lazy pointers - Two objects are created which reference each other with lazy object pointers (e.g. ULandscapeComponent and ULandscapeHeightfieldCollisionComponent) - Undo - During undo, the first object saves its state and restores itself to a deleted (pendingkill) state - the second object then tries to save its state, but as the other object is marked pending kill it fails to resolve its lazy ptr and saves null instead - Redo - Lazy ptr is restored to the saved null instead of the actual original value Change 3032818 on 2016/06/29 by Gareth.Martin Removed all use of deferred exec commands from the landscape code This solves numerous crashes during commandlets etc with landscape infos not being initialized because they don't tick the engine #jira UE-31654 #jira UE-29568 Notes: Split CreateLandscapeInfo from GetLandscapeInfo (removing the default-true bool param from GetLandscapeInfo in the process), so it only gets created where intended Removed some unused properties/functions, e.g. ULandscapeInfo::bIsValid, bCurrentlyEditing Removed legacy landscape world composition code General cleanup Change 3032820 on 2016/06/29 by Gareth.Martin File missing from CL 3032818 (P4! Grr) Change 3037033 on 2016/07/04 by Gareth.Martin Capitalised variable names in Algo::Accumulate at Core's request Change 3037035 on 2016/07/04 by Gareth.Martin Improved Algo::Accumulate when used with movable types (e.g. FString) Change 3037373 on 2016/07/05 by Gareth.Martin Added FText property handle type Change 3039183 on 2016/07/06 by Gareth.Martin Landscape data plugin API - part 1: Import Change 3042473 on 2016/07/08 by Gareth.Martin Landscape data plugin API - part 2: Re-Import Change 3042484 on 2016/07/08 by Jack.Porter Pull request from AndrewScheidecker https://github.com/EpicGames/UnrealEngine/pull/1279 and updated to 4.13. Adapted GetStaticBatchElementVisibility to support changing visibility of batches with a single element (for view-dependent culling of static mesh elements) Added GetStaticBatchElementShadowVisibility that allows culling static mesh elements when rendering shadow depths using information about the light ** Any user-created vertex factory that implements GetStaticBatchElementVisibility will need to set bRequiresPerElementVisibility on their FMeshBatch. #1279 Change 3044665 on 2016/07/11 by Gareth.Martin Renamed Engine/FixedSizeArrayView to Core/Containers/ArrayView Note: The new and improved TArrayView (as agreed with core team) is *not* const-propogating. const TArrayView<T> does not imply "const T" and will not bind to a const TArray! You want TArrayView<const T> Change 3045936 on 2016/07/12 by Gareth.Martin Worked around Visual Studio 2013 bug with the new TArrayView #jira UE-33037 Change 3045964 on 2016/07/12 by Gareth.Martin Fix "cannot find shader" crash when using landscape with XY offsets #jira UE-33042 Change 3046311 on 2016/07/12 by Gareth.Martin Landscape data plugin API - part 3: Tiled landscapes Change 3047701 on 2016/07/13 by Gareth.Martin Landscape data plugin API - cleanup Change 3047894 on 2016/07/13 by Gareth.Martin Landscape data plugin API - part 4: Support inherent scale in landscape heightmap formats Change 3049656 on 2016/07/14 by Gareth.Martin Landscape data plugin API - Fix right-click layer import option to show plugin filetypes in the file selector Change 3050073 on 2016/07/14 by Gareth.Martin Update sequence recorder to new TArrayView following merge from main Change 3050096 on 2016/07/14 by Gareth.Martin Landscape data plugin API - part 5: Export! Change 3051521 on 2016/07/15 by Gareth.Martin Landscape data plugin API - part 6: Finishing up Change 3051783 on 2016/07/15 by Gareth.Martin Fixed the landscape info map not being transacted correctly, resulting in a crash if you undo the deletion of a landscape #jira UE-33291 Change 3053322 on 2016/07/18 by Gareth.Martin Fix landscapes not being registered correctly with their landscape info when hiding/showing them in world composition #jira UE-33346 Change 3053513 on 2016/07/18 by Jack.Porter Added LANDSCAPE_API to Landscape MaterialExpression classes #jira UE-25145 #1927 Change 3053591 on 2016/07/18 by Gareth.Martin Attempt to fix VS 2013 ICE #jira UE-33382 [CL 3053789 by Gareth Martin in Main branch]
2016-07-18 11:58:33 -04:00
FIntPoint TilesCoordinatesOffset;
int32 SizeX;
bool bFlipYAxis;
TWeakObjectPtr<UMaterialInterface> LandscapeMaterial;
// Landscape layers
struct LandscapeLayerSettings
{
Copying //UE4/Dev-Landscape to //UE4/Dev-Main (Source: //UE4/Dev-Landscape @ 3053591) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3016060 on 2016/06/16 by Gareth.Martin Fixed check being hit in AActor::InvalidateLightingCacheDetailed when building lighting with grass (cloned from 4.12) #jira UE-31766 Change 3016346 on 2016/06/16 by Gareth.Martin Fixed crash when editing landscape component properties and then clicking in the editor viewport (cloned from 4.12) #jira UE-32060 Change 3016366 on 2016/06/16 by Gareth.Martin Refactor Landscape Select / Mask tools so that they don't share a common brush stroke class - they had no common code, there was just a massive if statement in there selecting between the two behaviours Change 3017787 on 2016/06/17 by Gareth.Martin Added Copy/Transform Algos Change 3019479 on 2016/06/20 by Gareth.Martin Fix for user-reported crash in landscape circle brush (https://udn.unrealengine.com/questions/298966/crash-in-flandscapebrushcircletick.html) Change 3020927 on 2016/06/21 by Gareth.Martin Fixed "Obj in another map" error when packaging a project containing Landscape for Android #jira UE-32194 Change 3021318 on 2016/06/21 by Gareth.Martin Fixed crash in PIE while using Landscape Splines with bPlaceSplineMeshesInStreamingLevels #jira UE-32034 Change 3024769 on 2016/06/23 by Gareth.Martin Allow creation of transient objects during saving, as they wouldn't be saved anyway (and the slate font system did during autosave and hit this check) #jira UE-32194 Change 3026457 on 2016/06/24 by Gareth.Martin Fixed crash when setting landscape component collision mip to an invalid value while in collision viewmode (cloned from 4.12) #jira UE-32415 Change 3032336 on 2016/06/29 by Gareth.Martin Fixed a long-standing issue with undo/redo nulling lazy pointers - Two objects are created which reference each other with lazy object pointers (e.g. ULandscapeComponent and ULandscapeHeightfieldCollisionComponent) - Undo - During undo, the first object saves its state and restores itself to a deleted (pendingkill) state - the second object then tries to save its state, but as the other object is marked pending kill it fails to resolve its lazy ptr and saves null instead - Redo - Lazy ptr is restored to the saved null instead of the actual original value Change 3032818 on 2016/06/29 by Gareth.Martin Removed all use of deferred exec commands from the landscape code This solves numerous crashes during commandlets etc with landscape infos not being initialized because they don't tick the engine #jira UE-31654 #jira UE-29568 Notes: Split CreateLandscapeInfo from GetLandscapeInfo (removing the default-true bool param from GetLandscapeInfo in the process), so it only gets created where intended Removed some unused properties/functions, e.g. ULandscapeInfo::bIsValid, bCurrentlyEditing Removed legacy landscape world composition code General cleanup Change 3032820 on 2016/06/29 by Gareth.Martin File missing from CL 3032818 (P4! Grr) Change 3037033 on 2016/07/04 by Gareth.Martin Capitalised variable names in Algo::Accumulate at Core's request Change 3037035 on 2016/07/04 by Gareth.Martin Improved Algo::Accumulate when used with movable types (e.g. FString) Change 3037373 on 2016/07/05 by Gareth.Martin Added FText property handle type Change 3039183 on 2016/07/06 by Gareth.Martin Landscape data plugin API - part 1: Import Change 3042473 on 2016/07/08 by Gareth.Martin Landscape data plugin API - part 2: Re-Import Change 3042484 on 2016/07/08 by Jack.Porter Pull request from AndrewScheidecker https://github.com/EpicGames/UnrealEngine/pull/1279 and updated to 4.13. Adapted GetStaticBatchElementVisibility to support changing visibility of batches with a single element (for view-dependent culling of static mesh elements) Added GetStaticBatchElementShadowVisibility that allows culling static mesh elements when rendering shadow depths using information about the light ** Any user-created vertex factory that implements GetStaticBatchElementVisibility will need to set bRequiresPerElementVisibility on their FMeshBatch. #1279 Change 3044665 on 2016/07/11 by Gareth.Martin Renamed Engine/FixedSizeArrayView to Core/Containers/ArrayView Note: The new and improved TArrayView (as agreed with core team) is *not* const-propogating. const TArrayView<T> does not imply "const T" and will not bind to a const TArray! You want TArrayView<const T> Change 3045936 on 2016/07/12 by Gareth.Martin Worked around Visual Studio 2013 bug with the new TArrayView #jira UE-33037 Change 3045964 on 2016/07/12 by Gareth.Martin Fix "cannot find shader" crash when using landscape with XY offsets #jira UE-33042 Change 3046311 on 2016/07/12 by Gareth.Martin Landscape data plugin API - part 3: Tiled landscapes Change 3047701 on 2016/07/13 by Gareth.Martin Landscape data plugin API - cleanup Change 3047894 on 2016/07/13 by Gareth.Martin Landscape data plugin API - part 4: Support inherent scale in landscape heightmap formats Change 3049656 on 2016/07/14 by Gareth.Martin Landscape data plugin API - Fix right-click layer import option to show plugin filetypes in the file selector Change 3050073 on 2016/07/14 by Gareth.Martin Update sequence recorder to new TArrayView following merge from main Change 3050096 on 2016/07/14 by Gareth.Martin Landscape data plugin API - part 5: Export! Change 3051521 on 2016/07/15 by Gareth.Martin Landscape data plugin API - part 6: Finishing up Change 3051783 on 2016/07/15 by Gareth.Martin Fixed the landscape info map not being transacted correctly, resulting in a crash if you undo the deletion of a landscape #jira UE-33291 Change 3053322 on 2016/07/18 by Gareth.Martin Fix landscapes not being registered correctly with their landscape info when hiding/showing them in world composition #jira UE-33346 Change 3053513 on 2016/07/18 by Jack.Porter Added LANDSCAPE_API to Landscape MaterialExpression classes #jira UE-25145 #1927 Change 3053591 on 2016/07/18 by Gareth.Martin Attempt to fix VS 2013 ICE #jira UE-33382 [CL 3053789 by Gareth Martin in Main branch]
2016-07-18 11:58:33 -04:00
LandscapeLayerSettings()
: bNoBlendWeight(false)
{}
FName Name;
bool bNoBlendWeight;
TMap<FIntPoint, FString> WeightmapFiles;
};
Copying //UE4/Dev-Landscape to //UE4/Dev-Main (Source: //UE4/Dev-Landscape @ 3053591) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3016060 on 2016/06/16 by Gareth.Martin Fixed check being hit in AActor::InvalidateLightingCacheDetailed when building lighting with grass (cloned from 4.12) #jira UE-31766 Change 3016346 on 2016/06/16 by Gareth.Martin Fixed crash when editing landscape component properties and then clicking in the editor viewport (cloned from 4.12) #jira UE-32060 Change 3016366 on 2016/06/16 by Gareth.Martin Refactor Landscape Select / Mask tools so that they don't share a common brush stroke class - they had no common code, there was just a massive if statement in there selecting between the two behaviours Change 3017787 on 2016/06/17 by Gareth.Martin Added Copy/Transform Algos Change 3019479 on 2016/06/20 by Gareth.Martin Fix for user-reported crash in landscape circle brush (https://udn.unrealengine.com/questions/298966/crash-in-flandscapebrushcircletick.html) Change 3020927 on 2016/06/21 by Gareth.Martin Fixed "Obj in another map" error when packaging a project containing Landscape for Android #jira UE-32194 Change 3021318 on 2016/06/21 by Gareth.Martin Fixed crash in PIE while using Landscape Splines with bPlaceSplineMeshesInStreamingLevels #jira UE-32034 Change 3024769 on 2016/06/23 by Gareth.Martin Allow creation of transient objects during saving, as they wouldn't be saved anyway (and the slate font system did during autosave and hit this check) #jira UE-32194 Change 3026457 on 2016/06/24 by Gareth.Martin Fixed crash when setting landscape component collision mip to an invalid value while in collision viewmode (cloned from 4.12) #jira UE-32415 Change 3032336 on 2016/06/29 by Gareth.Martin Fixed a long-standing issue with undo/redo nulling lazy pointers - Two objects are created which reference each other with lazy object pointers (e.g. ULandscapeComponent and ULandscapeHeightfieldCollisionComponent) - Undo - During undo, the first object saves its state and restores itself to a deleted (pendingkill) state - the second object then tries to save its state, but as the other object is marked pending kill it fails to resolve its lazy ptr and saves null instead - Redo - Lazy ptr is restored to the saved null instead of the actual original value Change 3032818 on 2016/06/29 by Gareth.Martin Removed all use of deferred exec commands from the landscape code This solves numerous crashes during commandlets etc with landscape infos not being initialized because they don't tick the engine #jira UE-31654 #jira UE-29568 Notes: Split CreateLandscapeInfo from GetLandscapeInfo (removing the default-true bool param from GetLandscapeInfo in the process), so it only gets created where intended Removed some unused properties/functions, e.g. ULandscapeInfo::bIsValid, bCurrentlyEditing Removed legacy landscape world composition code General cleanup Change 3032820 on 2016/06/29 by Gareth.Martin File missing from CL 3032818 (P4! Grr) Change 3037033 on 2016/07/04 by Gareth.Martin Capitalised variable names in Algo::Accumulate at Core's request Change 3037035 on 2016/07/04 by Gareth.Martin Improved Algo::Accumulate when used with movable types (e.g. FString) Change 3037373 on 2016/07/05 by Gareth.Martin Added FText property handle type Change 3039183 on 2016/07/06 by Gareth.Martin Landscape data plugin API - part 1: Import Change 3042473 on 2016/07/08 by Gareth.Martin Landscape data plugin API - part 2: Re-Import Change 3042484 on 2016/07/08 by Jack.Porter Pull request from AndrewScheidecker https://github.com/EpicGames/UnrealEngine/pull/1279 and updated to 4.13. Adapted GetStaticBatchElementVisibility to support changing visibility of batches with a single element (for view-dependent culling of static mesh elements) Added GetStaticBatchElementShadowVisibility that allows culling static mesh elements when rendering shadow depths using information about the light ** Any user-created vertex factory that implements GetStaticBatchElementVisibility will need to set bRequiresPerElementVisibility on their FMeshBatch. #1279 Change 3044665 on 2016/07/11 by Gareth.Martin Renamed Engine/FixedSizeArrayView to Core/Containers/ArrayView Note: The new and improved TArrayView (as agreed with core team) is *not* const-propogating. const TArrayView<T> does not imply "const T" and will not bind to a const TArray! You want TArrayView<const T> Change 3045936 on 2016/07/12 by Gareth.Martin Worked around Visual Studio 2013 bug with the new TArrayView #jira UE-33037 Change 3045964 on 2016/07/12 by Gareth.Martin Fix "cannot find shader" crash when using landscape with XY offsets #jira UE-33042 Change 3046311 on 2016/07/12 by Gareth.Martin Landscape data plugin API - part 3: Tiled landscapes Change 3047701 on 2016/07/13 by Gareth.Martin Landscape data plugin API - cleanup Change 3047894 on 2016/07/13 by Gareth.Martin Landscape data plugin API - part 4: Support inherent scale in landscape heightmap formats Change 3049656 on 2016/07/14 by Gareth.Martin Landscape data plugin API - Fix right-click layer import option to show plugin filetypes in the file selector Change 3050073 on 2016/07/14 by Gareth.Martin Update sequence recorder to new TArrayView following merge from main Change 3050096 on 2016/07/14 by Gareth.Martin Landscape data plugin API - part 5: Export! Change 3051521 on 2016/07/15 by Gareth.Martin Landscape data plugin API - part 6: Finishing up Change 3051783 on 2016/07/15 by Gareth.Martin Fixed the landscape info map not being transacted correctly, resulting in a crash if you undo the deletion of a landscape #jira UE-33291 Change 3053322 on 2016/07/18 by Gareth.Martin Fix landscapes not being registered correctly with their landscape info when hiding/showing them in world composition #jira UE-33346 Change 3053513 on 2016/07/18 by Jack.Porter Added LANDSCAPE_API to Landscape MaterialExpression classes #jira UE-25145 #1927 Change 3053591 on 2016/07/18 by Gareth.Martin Attempt to fix VS 2013 ICE #jira UE-33382 [CL 3053789 by Gareth Martin in Main branch]
2016-07-18 11:58:33 -04:00
TArray<LandscapeLayerSettings> LandscapeLayerSettingsList;
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
};