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UnrealEngineUWP/Engine/Source/Programs/IOS/MobileDeviceInterface/MobileDevice.cs

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Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
// Software License Agreement (BSD License)
//
// Copyright (c) 2007, Peter Dennis Bartok <PeterDennisBartok@gmail.com>
// All rights reserved.
//
// Redistribution and use of this software in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above
// copyright notice, this list of conditions and the
// following disclaimer.
//
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the
// following disclaimer in the documentation and/or other
// materials provided with the distribution.
//
// * Neither the name of Peter Dennis Bartok nor the names of its
// contributors may be used to endorse or promote products
// derived from this software without specific prior
// written permission of Yahoo! Inc.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
// PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
// ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
// TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//
// Based on code developed by geohot, ixtli, nightwatch, warren
// See http://iphone.fiveforty.net/wiki/index.php?title=Main_Page
//
using System;
using System.IO;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using Microsoft.Win32;
using MobileDeviceInterface;
namespace Manzana
{
/// <summary>
/// Structures with unknown innards. They should only ever be used as the target of a TypedPtr, never inspected.
/// </summary>
public class AppleMobileDeviceConnection { }
/// <summary>
/// Structures with unknown innards. They should only ever be used as the target of a TypedPtr, never inspected.
/// </summary>
public class AFCCommConnection { }
public class AFCDictionary { }
/// <summary>
/// Provides the fields representing the type of notification
/// </summary>
public enum NotificationMessage
{
/// <summary>The iPhone was connected to the computer.</summary>
Connected = 1,
/// <summary>The iPhone was disconnected from the computer.</summary>
Disconnected = 2,
/// <summary>Notification from the iPhone occurred, but the type is unknown.</summary>
Unknown = 3,
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Pack = 1)]
internal struct AMDeviceNotificationCallbackInfo
{
public IntPtr dev
{
get
{
return dev_ptr;
}
}
internal IntPtr dev_ptr;
public NotificationMessage msg;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Pack = 1)]
internal struct AMRecoveryDevice
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 8)]
public byte[] unknown0; /* 0 */
public DeviceRestoreNotificationCallback callback; /* 8 */
public IntPtr user_info; /* 12 */
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 12)]
public byte[] unknown1; /* 16 */
public uint readwrite_pipe; /* 28 */
public byte read_pipe; /* 32 */
public byte write_ctrl_pipe; /* 33 */
public byte read_unknown_pipe; /* 34 */
public byte write_file_pipe; /* 35 */
public byte write_input_pipe; /* 36 */
};
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
internal delegate void DeviceNotificationCallback(ref AMDeviceNotificationCallbackInfo callback_info);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
internal delegate void DeviceRestoreNotificationCallback(ref AMRecoveryDevice callback_info);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
internal delegate void DeviceInstallationCallback(IntPtr/*CFDictionary*/ UntypedStatusDict, IntPtr UserData);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public interface ICoreFoundationRunLoop
{
int RunLoopInMode(IntPtr mode, double seconds, int returnAfterSourceHandled);
IntPtr DefaultMode();
}
internal class CoreFoundationRunLoopOSX : ICoreFoundationRunLoop
{
public int RunLoopInMode(IntPtr mode, double seconds, int returnAfterSourceHandled)
{
return CFRunLoopRunInMode(mode, seconds, returnAfterSourceHandled);
}
public IntPtr DefaultMode()
{
return kCFRunLoopDefaultMode;
}
[DllImport("/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation")]
public extern static IntPtr CFStringCreateWithCString(IntPtr allocator, string value, int encoding);
[DllImport("/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation")]
public extern static void CFRunLoopRun();
[DllImport("/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation")]
public extern static IntPtr CFRunLoopGetMain();
[DllImport("/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation")]
public extern static IntPtr CFRunLoopGetCurrent();
[DllImport("/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation")]
public extern static int CFRunLoopRunInMode(IntPtr mode, double seconds, int returnAfterSourceHandled);
public static IntPtr kCFRunLoopDefaultMode = CFStringCreateWithCString(IntPtr.Zero, "kCFRunLoopDefaultMode", 0);
}
internal class CoreFoundationRunLoopWin32 : ICoreFoundationRunLoop
{
static CoreFoundationRunLoopWin32()
{
}
public int RunLoopInMode(IntPtr mode, double seconds, int returnAfterSourceHandled)
{
return CFRunLoopRunInMode(mode, seconds, returnAfterSourceHandled);
}
public IntPtr DefaultMode()
{
return kCFRunLoopDefaultMode;
}
[DllImport("CoreFoundation.dll")]
public extern static IntPtr CFStringCreateWithCString(IntPtr allocator, string value, int encoding);
[DllImport("CoreFoundation.dll")]
public extern static void CFRunLoopRun();
[DllImport("CoreFoundation.dll")]
public extern static IntPtr CFRunLoopGetMain();
[DllImport("CoreFoundation.dll")]
public extern static IntPtr CFRunLoopGetCurrent();
[DllImport("CoreFoundation.dll")]
public extern static int CFRunLoopRunInMode(IntPtr mode, double seconds, int returnAfterSourceHandled);
public static IntPtr kCFRunLoopDefaultMode = CFStringCreateWithCString(IntPtr.Zero, "kCFRunLoopDefaultMode", 0);
}
public class CoreFoundationRunLoop
{
static public ICoreFoundationRunLoop CoreImpl;
static CoreFoundationRunLoop()
{
if (Environment.OSVersion.Platform == PlatformID.MacOSX || Environment.OSVersion.Platform == PlatformID.Unix)
{
CoreImpl = new CoreFoundationRunLoopOSX();
}
else
{
List<string> PathBits = new List<string>();
PathBits.Add(Environment.GetEnvironmentVariable("Path"));
// Try to add the paths from the registry (they aren't always available on newer iTunes installs though)
object RegistrySupportDir = Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Apple Inc.\Apple Application Support", "InstallDir", Environment.CurrentDirectory);
if (RegistrySupportDir != null)
{
DirectoryInfo ApplicationSupportDirectory = new DirectoryInfo(RegistrySupportDir.ToString());
if (ApplicationSupportDirectory.Exists)
{
PathBits.Add(ApplicationSupportDirectory.FullName);
}
}
// Add some guesses as well
DirectoryInfo AppleMobileDeviceSupport = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.CommonProgramFiles) + @"\Apple\Mobile Device Support");
if (AppleMobileDeviceSupport.Exists)
{
PathBits.Add(AppleMobileDeviceSupport.FullName);
}
DirectoryInfo AppleMobileDeviceSupportX86 = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.CommonProgramFilesX86) + @"\Apple\Mobile Device Support");
if ((AppleMobileDeviceSupport != AppleMobileDeviceSupportX86) && (AppleMobileDeviceSupportX86.Exists))
{
PathBits.Add(AppleMobileDeviceSupportX86.FullName);
}
// Set the path from all the individual bits
Environment.SetEnvironmentVariable("Path", string.Join(";", PathBits));
CoreImpl = new CoreFoundationRunLoopWin32();
}
}
public static int RunLoopRunInMode(IntPtr mode, double seconds, int returnAfterSourceHandled)
{
return CoreImpl.RunLoopInMode(mode, seconds, returnAfterSourceHandled);
}
public static IntPtr kCFRunLoopDefaultMode()
{
return CoreImpl.DefaultMode();
}
}
internal interface MobileDeviceImpl
{
int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle);
IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device);
int Connect(TypedPtr<AppleMobileDeviceConnection> device);
IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring);
int Disconnect(TypedPtr<AppleMobileDeviceConnection> device);
int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device);
int IsPaired(TypedPtr<AppleMobileDeviceConnection> device);
int Pair(TypedPtr<AppleMobileDeviceConnection> device);
int Unpair(TypedPtr<AppleMobileDeviceConnection> device);
int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device);
int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles);
int StartSession(TypedPtr<AppleMobileDeviceConnection> device);
int StopSession(TypedPtr<AppleMobileDeviceConnection> device);
int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2);
int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle);
string ServiceConnectionReceive(IntPtr handle);
int RestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info);
int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
int ConnectionClose(TypedPtr<AFCCommConnection> conn);
int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn);
int ConnectionIsValid(TypedPtr<AFCCommConnection> conn);
int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn);
int DeviceInfoOpen(IntPtr handle, ref IntPtr dict);
int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir);
int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path);
int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent);
int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict);
int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle);
int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle);
int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len);
int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin);
int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size);
int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position);
int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len);
int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle);
int KeyValueClose(TypedPtr<AFCDictionary> dict);
int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val);
int RemovePath(TypedPtr<AFCCommConnection> conn, string path);
int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath);
int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir);
int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref string buffer);
}
internal class MobileDeviceOSX : MobileDeviceImpl
{
// static readonly int ForceStaticInit = 42;
const string DLLName = "/System/Library/PrivateFrameworks/MobileDevice.framework/Versions/A/MobileDevice";
public int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle)
{
return AMDeviceMethods.NotificationSubscribe(DeviceCallbackHandle);
}
public IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.CopyDeviceIdentifier(device);
}
public int Connect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Connect(device);
}
public IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring)
{
return AMDeviceMethods.CopyValue(device, unknown, cfstring);
}
public int Disconnect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Disconnect(device);
}
public int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.GetConnectionID(device);
}
public int IsPaired(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.IsPaired(device);
}
public int Pair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Pair(device);
}
public int Unpair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Unpair(device);
}
public int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.ValidatePairing(device);
}
public int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles)
{
int Result = AMDeviceMethods.LookupApplications(device, options, out AppBundles);
return Result;
}
public int StartSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.StartSession((IntPtr)device);
}
public int StopSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.StopSession((IntPtr)device);
}
public int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2)
{
return AMDeviceMethods.StartHouseArrestService((IntPtr)device, (IntPtr)bundleName, unknown1, ref handle, unknown2);
}
public int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown)
{
return AMDeviceMethods.StartService((IntPtr)device, (IntPtr)serviceName, ref handle, unknown);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle)
{
return AMDeviceMethods.SecureStartService((IntPtr)device, (IntPtr)serviceName, flagsPassInZero, ref handle);
}
public string ServiceConnectionReceive(IntPtr handle)
{
return AMDeviceMethods.ServiceConnectionReceive(handle);
}
public int RestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info)
{
return AMDeviceMethods.AMRestoreRegisterForDeviceNotifications(dfu_connect, recovery_connect, dfu_disconnect, recovery_disconnect, unknown0, user_info);
}
public int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureUninstallApplication(serviceConnection, DeviceIfConnIsNull, ApplicationIdentifer, ClientOptions, ProgressCallback, UserData);
}
public int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureInstallApplication(serviceConnection, DeviceIfConnIsNull, UrlPath, ClientOptions, ProgressCallback, UserData);
}
public int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureUpgradeApplication(ServiceConnection, DeviceIfConnIsNull, UrlPath, ClientOptions, ProgressCallback, UserData);
}
public int ConnectionClose(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionClose(conn);
}
public int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionInvalidate(conn);
}
public int ConnectionIsValid(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionIsValid(conn);
}
public int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn)
{
return AFC.ConnectionOpen(handle, io_timeout, out OutConn);
}
public int DeviceInfoOpen(IntPtr handle, ref IntPtr dict)
{
return AFC.DeviceInfoOpen(handle, ref dict);
}
public int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir)
{
return AFC.DirectoryClose(conn, dir);
}
public int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path)
{
return AFC.DirectoryCreate(conn, path);
}
public int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir)
{
return AFC.DirectoryOpen(conn, path, ref dir);
}
public int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent)
{
return AFC.DirectoryRead(conn, dir, ref dirent);
}
public int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict)
{
return AFC.FileInfoOpen(conn, path, out OutDict);
}
public int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFC.FileRefClose(conn, handle);
}
public int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle)
{
return AFC.FileRefOpen(conn, path, mode, out handle);
}
public int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len)
{
return AFC.FileRefRead(conn, handle, buffer, ref len);
}
public int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin)
{
return AFC.FileRefSeek(conn, handle, pos, origin);
}
public int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size)
{
return AFC.FileRefSetFileSize(conn, handle, size);
}
public int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position)
{
return AFC.FileRefTell(conn, handle, ref position);
}
public int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len)
{
return AFC.FileRefWrite(conn, handle, buffer, len);
}
public int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFC.FlushData(conn, handle);
}
public int KeyValueClose(TypedPtr<AFCDictionary> dict)
{
return AFC.KeyValueClose(dict);
}
public int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val)
{
return AFC.KeyValueRead(dict, out key, out val);
}
public int RemovePath(TypedPtr<AFCCommConnection> conn, string path)
{
return AFC.RemovePath(conn, path);
}
public int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath)
{
return AFC.RenamePath(conn, OldPath, NewPath);
}
#region Application Methods
public class AMDeviceMethods
{
// Need to have the path manipulation code in static MobileDevice() to run
// static int ForceMobileDeviceConstructorToRun;
static AMDeviceMethods()
{
// ForceMobileDeviceConstructorToRun = ForceStaticInit;
}
public static IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceCopyDeviceIdentifier((IntPtr)device);
}
public static int Connect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceConnect((IntPtr)device);
}
public static IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring)
{
return AMDeviceCopyValue((IntPtr)device, unknown, (IntPtr)cfstring);
}
public static int Disconnect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceDisconnect((IntPtr)device);
}
public static int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceGetConnectionID((IntPtr)device);
}
public static int IsPaired(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceIsPaired((IntPtr)device);
}
public static int Pair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDevicePair((IntPtr)device);
}
public static int Unpair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceUnpair((IntPtr)device);
}
public static int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceValidatePairing((IntPtr)device);
}
public static int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles)
{
IntPtr UntypedDict = IntPtr.Zero;
int Result = AMDeviceLookupApplications((IntPtr)device, options, ref UntypedDict);
AppBundles = MobileDevice.ConvertCFDictionaryToDictionaryString(new TypedPtr<CFDictionary>(UntypedDict));
return Result;
}
public static int StartSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceStartSession((IntPtr)device);
}
public static int StopSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceStopSession((IntPtr)device);
}
public static int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2)
{
return AMDeviceStartHouseArrestService((IntPtr)device, (IntPtr)bundleName, unknown1, ref handle, unknown2);
}
public static int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown)
{
return AMDeviceStartService((IntPtr)device, (IntPtr)serviceName, ref handle, unknown);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public static int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle)
{
return AMDeviceSecureStartService((IntPtr)device, (IntPtr)serviceName, flagsPassInZero, ref handle);
}
public static string ServiceConnectionReceive(IntPtr handle)
{
StringBuilder sb = new StringBuilder("", 1024);
AMDServiceConnectionReceive(handle, sb, sb.Capacity, 0);
return sb.ToString();
}
public static int UninstallApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> ApplicationIdentifier,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceUninstallApplication((IntPtr)device, (IntPtr)ApplicationIdentifier, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureUninstallApplication(serviceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)ApplicationIdentifer, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureInstallApplication(serviceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)UrlPath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int TransferApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> InPackagePath,
IntPtr UnknownButUnused,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceTransferApplication((IntPtr)device, (IntPtr)InPackagePath, UnknownButUnused, ProgressCallback, UserData);
}
public static int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureUpgradeApplication(ServiceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)UrlPath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int InstallApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> FilePath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceInstallApplication((IntPtr)device, (IntPtr)FilePath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle)
{
IntPtr notification;
return AMDeviceNotificationSubscribe(DeviceCallbackHandle, 0, 0, 0, out notification);
}
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDeviceCopyDeviceIdentifier(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceConnect(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDeviceCopyValue(IntPtr/*AppleMobileDeviceConnection*/ device, uint unknown, IntPtr/*CFString*/ cfstring);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceDisconnect(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceGetConnectionID(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceIsPaired(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDevicePair(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceUnpair(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceValidatePairing(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceLookupApplications(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr options, ref IntPtr appBundles);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceNotificationSubscribe(DeviceNotificationCallback callback, uint unused1, uint unused2, uint unused3, out IntPtr am_device_notification_ptr);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartHouseArrestService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ serviceName, ref IntPtr handle, IntPtr unknown);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureStartService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ serviceName, int flagsPassInZero, ref IntPtr handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDServiceConnectionReceive(IntPtr handle, StringBuilder buffer, int bufferLen, int unknown);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartSession(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStopSession(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMRestoreModeDeviceCreate(uint unknown0, int connection_id, uint unknown1);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
public extern static int AMRestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceUninstallApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ ApplicationIdentifier,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureUninstallApplication(
IntPtr serviceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFString*/ ApplicationIdentifer,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureInstallApplication(
IntPtr serviceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFURL*/ UrlPath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceTransferApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ InPackagePath,
IntPtr UnknownButUnused,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureUpgradeApplication(
IntPtr ServiceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFURL*/ UrlPath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceInstallApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ FilePath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
// the unknown goes into the 4th dword in the connection struct. if non-zero, winsock send() won't get called in AMDServiceConnectionSend AFAIK
// the only option is "CloseOnInvalidate" (CFBoolean type, defaults to false)
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDServiceConnectionCreate(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr UnknownTypically0, IntPtr OptionsDictionary);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMSBeginSync(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr OuterIn8, IntPtr OuterIn12, IntPtr OuterIn16);
}
#endregion
#region AFC Operations
public int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref string buffer)
{
int ret;
IntPtr ptr = IntPtr.Zero;
ret = AFC.DirectoryRead((IntPtr)conn, dir, ref ptr);
if ((ret == 0) && (ptr != IntPtr.Zero))
{
buffer = Marshal.PtrToStringAnsi(ptr);
}
else
{
buffer = null;
}
return ret;
}
public class AFC
{
public static int ConnectionClose(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionClose((IntPtr)conn);
}
public static int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionInvalidate((IntPtr)conn);
}
public static int ConnectionIsValid(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionIsValid((IntPtr)conn);
}
public static int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn)
{
IntPtr Conn;
int Result = AFCConnectionOpen(handle, io_timeout, out Conn);
OutConn = Conn;
return Result;
}
public static int DeviceInfoOpen(IntPtr handle, ref IntPtr dict)
{
return AFCDeviceInfoOpen(handle, ref dict);
}
public static int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir)
{
return AFCDirectoryClose((IntPtr)conn, dir);
}
public static int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path)
{
return AFCDirectoryCreate((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path));
}
public static int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir)
{
return AFCDirectoryOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), ref dir);
}
public static int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent)
{
return AFCDirectoryRead((IntPtr)conn, dir, ref dirent);
}
public static int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict)
{
IntPtr UntypedDict;
int Result = AFCFileInfoOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), out UntypedDict);
OutDict = UntypedDict;
return Result;
}
public static int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFCFileRefClose((IntPtr)conn, handle);
}
public static int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle)
{
return AFCFileRefOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), mode, out handle);
}
public static int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len)
{
return AFCFileRefRead((IntPtr)conn, handle, buffer, ref len);
}
public static int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size)
{
return AFCFileRefSetFileSize((IntPtr)conn, handle, size);
}
public static int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin)
{
return AFCFileRefSeek((IntPtr)conn, handle, pos, origin);
}
public static int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position)
{
return AFCFileRefTell((IntPtr)conn, handle, ref position);
}
public static int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len)
{
return AFCFileRefWrite((IntPtr)conn, handle, buffer, len);
}
public static int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFCFlushData((IntPtr)conn, handle);
}
public static int KeyValueClose(TypedPtr<AFCDictionary> dict)
{
return AFCKeyValueClose((IntPtr)dict);
}
public static int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val)
{
return AFCKeyValueRead((IntPtr)dict, out key, out val);
}
public static int RemovePath(TypedPtr<AFCCommConnection> conn, string path)
{
return AFCRemovePath((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path));
}
public static int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath)
{
return AFCRenamePath((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(OldPath), MobileDevice.StringToFileSystemRepresentation(NewPath));
}
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionClose(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionInvalidate(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionIsValid(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionOpen(IntPtr handle, uint io_timeout, out IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDeviceInfoOpen(IntPtr handle, ref IntPtr dict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryClose(IntPtr/*AFCCommConnection*/ conn, IntPtr dir);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryCreate(IntPtr/*AFCCommConnection*/ conn, byte[] path);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, ref IntPtr dir);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryRead(IntPtr/*AFCCommConnection*/ conn, IntPtr dir, ref IntPtr dirent);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileInfoOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, out IntPtr OutDict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefClose(IntPtr/*AFCCommConnection*/ conn, Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, Int64 mode, out Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefRead(IntPtr/*AFCCommConnection*/ conn, Int64 handle, byte[] buffer, ref uint len);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefSeek(IntPtr/*AFCCommConnection*/ conn, Int64 handle, Int64 pos, Int64 origin);
// FIXME - not working, arguments?
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
public extern static int AFCFileRefSetFileSize(IntPtr/*AFCCommConnection*/ conn, Int64 handle, uint size);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefTell(IntPtr/*AFCCommConnection*/ conn, Int64 handle, ref uint position);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefWrite(IntPtr/*AFCCommConnection*/ conn, Int64 handle, byte[] buffer, uint len);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFlushData(IntPtr/*AFCCommConnection*/ conn, Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCKeyValueClose(IntPtr dict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCKeyValueRead(IntPtr dict, out IntPtr key, out IntPtr val);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCRemovePath(IntPtr/*AFCCommConnection*/ conn, byte[] path);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCRenamePath(IntPtr/*AFCCommConnection*/ conn, byte[] old_path, byte[] new_path);
}
#endregion
}
internal class MobileDeviceWiniTunes11 : MobileDeviceImpl
{
// static readonly int ForceStaticInit = 42;
const string DLLName = "iTunesMobileDevice.dll";
static MobileDeviceWiniTunes11()
{
List<string> PathBits = new List<string>();
// Try to add the paths from the registry (they aren't always available on newer iTunes installs though)
object RegistryDllPath = Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Apple Inc.\Apple Mobile Device Support\Shared", "iTunesMobileDeviceDLL", DLLName);
if (RegistryDllPath != null)
{
FileInfo iTunesMobileDeviceFile = new FileInfo(RegistryDllPath.ToString());
if (iTunesMobileDeviceFile.Exists)
{
PathBits.Add(iTunesMobileDeviceFile.DirectoryName);
}
}
object RegistrySupportDir = Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Apple Inc.\Apple Application Support", "InstallDir", Environment.CurrentDirectory);
if (RegistrySupportDir != null)
{
DirectoryInfo ApplicationSupportDirectory = new DirectoryInfo(RegistrySupportDir.ToString());
if (ApplicationSupportDirectory.Exists)
{
PathBits.Add(ApplicationSupportDirectory.FullName);
}
}
// Add some guesses as well
DirectoryInfo AppleMobileDeviceSupport = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.CommonProgramFiles) + @"\Apple\Mobile Device Support");
if (AppleMobileDeviceSupport.Exists)
{
PathBits.Add(AppleMobileDeviceSupport.FullName);
}
DirectoryInfo AppleMobileDeviceSupportX86 = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.CommonProgramFilesX86) + @"\Apple\Mobile Device Support");
if ((AppleMobileDeviceSupport != AppleMobileDeviceSupportX86) && (AppleMobileDeviceSupportX86.Exists))
{
PathBits.Add(AppleMobileDeviceSupportX86.FullName);
}
// add the rest of the path
PathBits.Add(Environment.GetEnvironmentVariable("Path"));
// Set the path from all the individual bits
Environment.SetEnvironmentVariable("Path", string.Join(";", PathBits));
}
public int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle)
{
return AMDeviceMethods.NotificationSubscribe(DeviceCallbackHandle);
}
public IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.CopyDeviceIdentifier(device);
}
public int Connect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Connect(device);
}
public IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring)
{
return AMDeviceMethods.CopyValue(device, unknown, cfstring);
}
public int Disconnect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Disconnect(device);
}
public int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.GetConnectionID(device);
}
public int IsPaired(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.IsPaired(device);
}
public int Pair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Pair(device);
}
public int Unpair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Unpair(device);
}
public int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.ValidatePairing(device);
}
public int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles)
{
int Result = AMDeviceMethods.LookupApplications(device, options, out AppBundles);
return Result;
}
public int StartSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.StartSession((IntPtr)device);
}
public int StopSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.StopSession((IntPtr)device);
}
public int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2)
{
return AMDeviceMethods.StartHouseArrestService((IntPtr)device, (IntPtr)bundleName, unknown1, ref handle, unknown2);
}
public int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown)
{
return AMDeviceMethods.StartService((IntPtr)device, (IntPtr)serviceName, ref handle, unknown);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle)
{
return AMDeviceMethods.SecureStartService((IntPtr)device, (IntPtr)serviceName, flagsPassInZero, ref handle);
}
public string ServiceConnectionReceive(IntPtr handle)
{
return AMDeviceMethods.ServiceConnectionReceive(handle);
}
public int RestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info)
{
return AMDeviceMethods.AMRestoreRegisterForDeviceNotifications(dfu_connect, recovery_connect, dfu_disconnect, recovery_disconnect, unknown0, user_info);
}
public int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureUninstallApplication(serviceConnection, DeviceIfConnIsNull, ApplicationIdentifer, ClientOptions, ProgressCallback, UserData);
}
public int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureInstallApplication(serviceConnection, DeviceIfConnIsNull, UrlPath, ClientOptions, ProgressCallback, UserData);
}
public int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureUpgradeApplication(ServiceConnection, DeviceIfConnIsNull, UrlPath, ClientOptions, ProgressCallback, UserData);
}
public int ConnectionClose(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionClose(conn);
}
public int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionInvalidate(conn);
}
public int ConnectionIsValid(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionIsValid(conn);
}
public int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn)
{
return AFC.ConnectionOpen(handle, io_timeout, out OutConn);
}
public int DeviceInfoOpen(IntPtr handle, ref IntPtr dict)
{
return AFC.DeviceInfoOpen(handle, ref dict);
}
public int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir)
{
return AFC.DirectoryClose(conn, dir);
}
public int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path)
{
return AFC.DirectoryCreate(conn, path);
}
public int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir)
{
return AFC.DirectoryOpen(conn, path, ref dir);
}
public int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent)
{
return AFC.DirectoryRead(conn, dir, ref dirent);
}
public int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict)
{
return AFC.FileInfoOpen(conn, path, out OutDict);
}
public int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFC.FileRefClose(conn, handle);
}
public int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle)
{
return AFC.FileRefOpen(conn, path, mode, out handle);
}
public int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len)
{
return AFC.FileRefRead(conn, handle, buffer, ref len);
}
public int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin)
{
return AFC.FileRefSeek(conn, handle, pos, origin);
}
public int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size)
{
return AFC.FileRefSetFileSize(conn, handle, size);
}
public int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position)
{
return AFC.FileRefTell(conn, handle, ref position);
}
public int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len)
{
return AFC.FileRefWrite(conn, handle, buffer, len);
}
public int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFC.FlushData(conn, handle);
}
public int KeyValueClose(TypedPtr<AFCDictionary> dict)
{
return AFC.KeyValueClose(dict);
}
public int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val)
{
return AFC.KeyValueRead(dict, out key, out val);
}
public int RemovePath(TypedPtr<AFCCommConnection> conn, string path)
{
return AFC.RemovePath(conn, path);
}
public int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath)
{
return AFC.RenamePath(conn, OldPath, NewPath);
}
#region Application Methods
public class AMDeviceMethods
{
// Need to have the path manipulation code in static MobileDevice() to run
// static int ForceMobileDeviceConstructorToRun;
static AMDeviceMethods()
{
// ForceMobileDeviceConstructorToRun = ForceStaticInit;
}
public static IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceCopyDeviceIdentifier((IntPtr)device);
}
public static int Connect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceConnect((IntPtr)device);
}
public static IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring)
{
return AMDeviceCopyValue((IntPtr)device, unknown, (IntPtr)cfstring);
}
public static int Disconnect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceDisconnect((IntPtr)device);
}
public static int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceGetConnectionID((IntPtr)device);
}
public static int IsPaired(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceIsPaired((IntPtr)device);
}
public static int Pair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDevicePair((IntPtr)device);
}
public static int Unpair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceUnpair((IntPtr)device);
}
public static int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceValidatePairing((IntPtr)device);
}
public static int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles)
{
IntPtr UntypedDict = IntPtr.Zero;
int Result = AMDeviceLookupApplications((IntPtr)device, options, ref UntypedDict);
AppBundles = MobileDevice.ConvertCFDictionaryToDictionaryString(new TypedPtr<CFDictionary>(UntypedDict));
return Result;
}
public static int StartSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceStartSession((IntPtr)device);
}
public static int StopSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceStopSession((IntPtr)device);
}
public static int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2)
{
return AMDeviceStartHouseArrestService((IntPtr)device, (IntPtr)bundleName, unknown1, ref handle, unknown2);
}
public static int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown)
{
return AMDeviceStartService((IntPtr)device, (IntPtr)serviceName, ref handle, unknown);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public static int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle)
{
return AMDeviceSecureStartService((IntPtr)device, (IntPtr)serviceName, flagsPassInZero, ref handle);
}
public static string ServiceConnectionReceive(IntPtr handle)
{
StringBuilder sb = new StringBuilder(1024);
AMDServiceConnectionReceive(handle, sb, sb.Capacity, 0);
return sb.ToString();
}
public static int UninstallApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> ApplicationIdentifier,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceUninstallApplication((IntPtr)device, (IntPtr)ApplicationIdentifier, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureUninstallApplication(serviceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)ApplicationIdentifer, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureInstallApplication(serviceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)UrlPath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int TransferApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> InPackagePath,
IntPtr UnknownButUnused,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceTransferApplication((IntPtr)device, (IntPtr)InPackagePath, UnknownButUnused, ProgressCallback, UserData);
}
public static int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureUpgradeApplication(ServiceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)UrlPath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int InstallApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> FilePath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceInstallApplication((IntPtr)device, (IntPtr)FilePath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle)
{
IntPtr notification;
return AMDeviceNotificationSubscribe(DeviceCallbackHandle, 0, 0, 0, out notification);
}
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDeviceCopyDeviceIdentifier(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceConnect(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDeviceCopyValue(IntPtr/*AppleMobileDeviceConnection*/ device, uint unknown, IntPtr/*CFString*/ cfstring);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceDisconnect(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceGetConnectionID(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceIsPaired(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDevicePair(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceUnpair(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceValidatePairing(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceLookupApplications(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr options, ref IntPtr appBundles);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceNotificationSubscribe(DeviceNotificationCallback callback, uint unused1, uint unused2, uint unused3, out IntPtr am_device_notification_ptr);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartHouseArrestService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ serviceName, ref IntPtr handle, IntPtr unknown);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureStartService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ serviceName, int flagsPassInZero, ref IntPtr handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDServiceConnectionReceive(IntPtr handle, StringBuilder buffer, int bufferLen, int unknown);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartSession(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStopSession(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMRestoreModeDeviceCreate(uint unknown0, int connection_id, uint unknown1);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
public extern static int AMRestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceUninstallApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ ApplicationIdentifier,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureUninstallApplication(
IntPtr serviceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFString*/ ApplicationIdentifer,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureInstallApplication(
IntPtr serviceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFURL*/ UrlPath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceTransferApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ InPackagePath,
IntPtr UnknownButUnused,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureUpgradeApplication(
IntPtr ServiceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFURL*/ UrlPath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceInstallApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ FilePath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
// the unknown goes into the 4th dword in the connection struct. if non-zero, winsock send() won't get called in AMDServiceConnectionSend AFAIK
// the only option is "CloseOnInvalidate" (CFBoolean type, defaults to false)
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDServiceConnectionCreate(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr UnknownTypically0, IntPtr OptionsDictionary);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMSBeginSync(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr OuterIn8, IntPtr OuterIn12, IntPtr OuterIn16);
}
#endregion
#region AFC Operations
public int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref string buffer)
{
int ret;
IntPtr ptr = IntPtr.Zero;
ret = AFC.DirectoryRead((IntPtr)conn, dir, ref ptr);
if ((ret == 0) && (ptr != IntPtr.Zero))
{
buffer = Marshal.PtrToStringAnsi(ptr);
}
else
{
buffer = null;
}
return ret;
}
public class AFC
{
public static int ConnectionClose(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionClose((IntPtr)conn);
}
public static int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionInvalidate((IntPtr)conn);
}
public static int ConnectionIsValid(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionIsValid((IntPtr)conn);
}
public static int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn)
{
IntPtr Conn;
int Result = AFCConnectionOpen(handle, io_timeout, out Conn);
OutConn = Conn;
return Result;
}
public static int DeviceInfoOpen(IntPtr handle, ref IntPtr dict)
{
return AFCDeviceInfoOpen(handle, ref dict);
}
public static int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir)
{
return AFCDirectoryClose((IntPtr)conn, dir);
}
public static int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path)
{
return AFCDirectoryCreate((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path));
}
public static int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir)
{
return AFCDirectoryOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), ref dir);
}
public static int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent)
{
return AFCDirectoryRead((IntPtr)conn, dir, ref dirent);
}
public static int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict)
{
IntPtr UntypedDict;
int Result = AFCFileInfoOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), out UntypedDict);
OutDict = UntypedDict;
return Result;
}
public static int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFCFileRefClose((IntPtr)conn, handle);
}
public static int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle)
{
return AFCFileRefOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), mode, out handle);
}
public static int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len)
{
return AFCFileRefRead((IntPtr)conn, handle, buffer, ref len);
}
public static int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size)
{
return AFCFileRefSetFileSize((IntPtr)conn, handle, size);
}
public static int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin)
{
return AFCFileRefSeek((IntPtr)conn, handle, pos, origin);
}
public static int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position)
{
return AFCFileRefTell((IntPtr)conn, handle, ref position);
}
public static int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len)
{
return AFCFileRefWrite((IntPtr)conn, handle, buffer, len);
}
public static int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFCFlushData((IntPtr)conn, handle);
}
public static int KeyValueClose(TypedPtr<AFCDictionary> dict)
{
return AFCKeyValueClose((IntPtr)dict);
}
public static int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val)
{
return AFCKeyValueRead((IntPtr)dict, out key, out val);
}
public static int RemovePath(TypedPtr<AFCCommConnection> conn, string path)
{
return AFCRemovePath((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path));
}
public static int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath)
{
return AFCRenamePath((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(OldPath), MobileDevice.StringToFileSystemRepresentation(NewPath));
}
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionClose(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionInvalidate(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionIsValid(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionOpen(IntPtr handle, uint io_timeout, out IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDeviceInfoOpen(IntPtr handle, ref IntPtr dict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryClose(IntPtr/*AFCCommConnection*/ conn, IntPtr dir);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryCreate(IntPtr/*AFCCommConnection*/ conn, byte[] path);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, ref IntPtr dir);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryRead(IntPtr/*AFCCommConnection*/ conn, IntPtr dir, ref IntPtr dirent);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileInfoOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, out IntPtr OutDict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefClose(IntPtr/*AFCCommConnection*/ conn, Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, Int64 mode, out Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefRead(IntPtr/*AFCCommConnection*/ conn, Int64 handle, byte[] buffer, ref uint len);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefSeek(IntPtr/*AFCCommConnection*/ conn, Int64 handle, Int64 pos, Int64 origin);
// FIXME - not working, arguments?
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
public extern static int AFCFileRefSetFileSize(IntPtr/*AFCCommConnection*/ conn, Int64 handle, uint size);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefTell(IntPtr/*AFCCommConnection*/ conn, Int64 handle, ref uint position);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefWrite(IntPtr/*AFCCommConnection*/ conn, Int64 handle, byte[] buffer, uint len);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFlushData(IntPtr/*AFCCommConnection*/ conn, Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCKeyValueClose(IntPtr dict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCKeyValueRead(IntPtr dict, out IntPtr key, out IntPtr val);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCRemovePath(IntPtr/*AFCCommConnection*/ conn, byte[] path);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCRenamePath(IntPtr/*AFCCommConnection*/ conn, byte[] old_path, byte[] new_path);
}
#endregion
}
internal class MobileDeviceWiniTunes12 : MobileDeviceImpl
{
// static readonly int ForceStaticInit = 42;
const string DLLName = @"MobileDevice.dll";
static MobileDeviceWiniTunes12()
{
List<string> PathBits = new List<string>();
// Try to add the paths from the registry (they aren't always available on newer iTunes installs though)
object RegistryDllPath = Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Apple Inc.\Apple Mobile Device Support\Shared", "MobileDeviceDLL", DLLName);
if (RegistryDllPath != null)
{
FileInfo iTunesMobileDeviceFile = new FileInfo(RegistryDllPath.ToString());
if (iTunesMobileDeviceFile.Exists)
{
PathBits.Add(iTunesMobileDeviceFile.DirectoryName);
}
}
object RegistrySupportDir = Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Apple Inc.\Apple Application Support", "InstallDir", Environment.CurrentDirectory);
if (RegistrySupportDir != null)
{
DirectoryInfo ApplicationSupportDirectory = new DirectoryInfo(RegistrySupportDir.ToString());
if (ApplicationSupportDirectory.Exists)
{
PathBits.Add(ApplicationSupportDirectory.FullName);
}
}
// Add some guesses as well
DirectoryInfo AppleMobileDeviceSupport = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.CommonProgramFiles) + @"\Apple\Mobile Device Support");
if (AppleMobileDeviceSupport.Exists)
{
PathBits.Add(AppleMobileDeviceSupport.FullName);
}
DirectoryInfo AppleMobileDeviceSupportX86 = new DirectoryInfo(Environment.GetFolderPath(Environment.SpecialFolder.CommonProgramFilesX86) + @"\Apple\Mobile Device Support");
if ((AppleMobileDeviceSupport != AppleMobileDeviceSupportX86) && (AppleMobileDeviceSupportX86.Exists))
{
PathBits.Add(AppleMobileDeviceSupportX86.FullName);
}
// add the rest of the path
PathBits.Add(Environment.GetEnvironmentVariable("Path"));
// Set the path from all the individual bits
Environment.SetEnvironmentVariable("Path", string.Join(";", PathBits));
}
public int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle)
{
return AMDeviceMethods.NotificationSubscribe(DeviceCallbackHandle);
}
public IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.CopyDeviceIdentifier(device);
}
public int Connect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Connect(device);
}
public IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring)
{
return AMDeviceMethods.CopyValue(device, unknown, cfstring);
}
public int Disconnect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Disconnect(device);
}
public int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.GetConnectionID(device);
}
public int IsPaired(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.IsPaired(device);
}
public int Pair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Pair(device);
}
public int Unpair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.Unpair(device);
}
public int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.ValidatePairing(device);
}
public int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles)
{
int Result = AMDeviceMethods.LookupApplications(device, options, out AppBundles);
return Result;
}
public int StartSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.StartSession((IntPtr)device);
}
public int StopSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceMethods.StopSession((IntPtr)device);
}
public int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2)
{
return AMDeviceMethods.StartHouseArrestService((IntPtr)device, (IntPtr)bundleName, unknown1, ref handle, unknown2);
}
public int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown)
{
return AMDeviceMethods.StartService((IntPtr)device, (IntPtr)serviceName, ref handle, unknown);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle)
{
return AMDeviceMethods.SecureStartService((IntPtr)device, (IntPtr)serviceName, flagsPassInZero, ref handle);
}
public string ServiceConnectionReceive(IntPtr handle)
{
return AMDeviceMethods.ServiceConnectionReceive(handle);
}
public int RestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info)
{
return AMDeviceMethods.AMRestoreRegisterForDeviceNotifications(dfu_connect, recovery_connect, dfu_disconnect, recovery_disconnect, unknown0, user_info);
}
public int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureUninstallApplication(serviceConnection, DeviceIfConnIsNull, ApplicationIdentifer, ClientOptions, ProgressCallback, UserData);
}
public int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureInstallApplication(serviceConnection, DeviceIfConnIsNull, UrlPath, ClientOptions, ProgressCallback, UserData);
}
public int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceMethods.SecureUpgradeApplication(ServiceConnection, DeviceIfConnIsNull, UrlPath, ClientOptions, ProgressCallback, UserData);
}
public int ConnectionClose(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionClose(conn);
}
public int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionInvalidate(conn);
}
public int ConnectionIsValid(TypedPtr<AFCCommConnection> conn)
{
return AFC.ConnectionIsValid(conn);
}
public int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn)
{
return AFC.ConnectionOpen(handle, io_timeout, out OutConn);
}
public int DeviceInfoOpen(IntPtr handle, ref IntPtr dict)
{
return AFC.DeviceInfoOpen(handle, ref dict);
}
public int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir)
{
return AFC.DirectoryClose(conn, dir);
}
public int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path)
{
return AFC.DirectoryCreate(conn, path);
}
public int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir)
{
return AFC.DirectoryOpen(conn, path, ref dir);
}
public int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent)
{
return AFC.DirectoryRead(conn, dir, ref dirent);
}
public int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict)
{
return AFC.FileInfoOpen(conn, path, out OutDict);
}
public int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFC.FileRefClose(conn, handle);
}
public int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle)
{
return AFC.FileRefOpen(conn, path, mode, out handle);
}
public int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len)
{
return AFC.FileRefRead(conn, handle, buffer, ref len);
}
public int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin)
{
return AFC.FileRefSeek(conn, handle, pos, origin);
}
public int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size)
{
return AFC.FileRefSetFileSize(conn, handle, size);
}
public int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position)
{
return AFC.FileRefTell(conn, handle, ref position);
}
public int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len)
{
return AFC.FileRefWrite(conn, handle, buffer, len);
}
public int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFC.FlushData(conn, handle);
}
public int KeyValueClose(TypedPtr<AFCDictionary> dict)
{
return AFC.KeyValueClose(dict);
}
public int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val)
{
return AFC.KeyValueRead(dict, out key, out val);
}
public int RemovePath(TypedPtr<AFCCommConnection> conn, string path)
{
return AFC.RemovePath(conn, path);
}
public int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath)
{
return AFC.RenamePath(conn, OldPath, NewPath);
}
#region Application Methods
public class AMDeviceMethods
{
// Need to have the path manipulation code in static MobileDevice() to run
// static int ForceMobileDeviceConstructorToRun;
static AMDeviceMethods()
{
// ForceMobileDeviceConstructorToRun = ForceStaticInit;
}
public static IntPtr CopyDeviceIdentifier(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceCopyDeviceIdentifier((IntPtr)device);
}
public static int Connect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceConnect((IntPtr)device);
}
public static IntPtr CopyValue(TypedPtr<AppleMobileDeviceConnection> device, uint unknown, TypedPtr<CFString> cfstring)
{
return AMDeviceCopyValue((IntPtr)device, unknown, (IntPtr)cfstring);
}
public static int Disconnect(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceDisconnect((IntPtr)device);
}
public static int GetConnectionID(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceGetConnectionID((IntPtr)device);
}
public static int IsPaired(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceIsPaired((IntPtr)device);
}
public static int Pair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDevicePair((IntPtr)device);
}
public static int Unpair(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceUnpair((IntPtr)device);
}
public static int ValidatePairing(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceValidatePairing((IntPtr)device);
}
public static int LookupApplications(TypedPtr<AppleMobileDeviceConnection> device, IntPtr options, out Dictionary<string, object> AppBundles)
{
IntPtr UntypedDict = IntPtr.Zero;
int Result = AMDeviceLookupApplications((IntPtr)device, options, ref UntypedDict);
AppBundles = MobileDevice.ConvertCFDictionaryToDictionaryString(new TypedPtr<CFDictionary>(UntypedDict));
return Result;
}
public static int StartSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceStartSession((IntPtr)device);
}
public static int StopSession(TypedPtr<AppleMobileDeviceConnection> device)
{
return AMDeviceStopSession((IntPtr)device);
}
public static int StartHouseArrestService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2)
{
return AMDeviceStartHouseArrestService((IntPtr)device, (IntPtr)bundleName, unknown1, ref handle, unknown2);
}
public static int StartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, ref IntPtr handle, IntPtr unknown)
{
return AMDeviceStartService((IntPtr)device, (IntPtr)serviceName, ref handle, unknown);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
public static int SecureStartService(TypedPtr<AppleMobileDeviceConnection> device, TypedPtr<CFString> serviceName, int flagsPassInZero, ref IntPtr handle)
{
return AMDeviceSecureStartService((IntPtr)device, (IntPtr)serviceName, flagsPassInZero, ref handle);
}
public static string ServiceConnectionReceive(IntPtr handle)
{
StringBuilder sb = new StringBuilder(1024);
AMDServiceConnectionReceive(handle, sb, sb.Capacity, 0);
return sb.ToString();
}
public static int UninstallApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> ApplicationIdentifier,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceUninstallApplication((IntPtr)device, (IntPtr)ApplicationIdentifier, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int SecureUninstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFString> ApplicationIdentifer,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureUninstallApplication(serviceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)ApplicationIdentifer, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int SecureInstallApplication(
IntPtr serviceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureInstallApplication(serviceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)UrlPath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int TransferApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> InPackagePath,
IntPtr UnknownButUnused,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceTransferApplication((IntPtr)device, (IntPtr)InPackagePath, UnknownButUnused, ProgressCallback, UserData);
}
public static int SecureUpgradeApplication(
IntPtr ServiceConnection,
TypedPtr<AppleMobileDeviceConnection> DeviceIfConnIsNull,
TypedPtr<CFURL> UrlPath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceSecureUpgradeApplication(ServiceConnection, (IntPtr)DeviceIfConnIsNull, (IntPtr)UrlPath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int InstallApplication(
TypedPtr<AppleMobileDeviceConnection> device,
TypedPtr<CFString> FilePath,
TypedPtr<CFDictionary> ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData)
{
return AMDeviceInstallApplication((IntPtr)device, (IntPtr)FilePath, (IntPtr)ClientOptions, ProgressCallback, UserData);
}
public static int NotificationSubscribe(DeviceNotificationCallback DeviceCallbackHandle)
{
IntPtr notification;
return AMDeviceNotificationSubscribe(DeviceCallbackHandle, 0, 0, 0, out notification);
}
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDeviceCopyDeviceIdentifier(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceConnect(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDeviceCopyValue(IntPtr/*AppleMobileDeviceConnection*/ device, uint unknown, IntPtr/*CFString*/ cfstring);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceDisconnect(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceGetConnectionID(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceIsPaired(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDevicePair(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceUnpair(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceValidatePairing(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceLookupApplications(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr options, ref IntPtr appBundles);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceNotificationSubscribe(DeviceNotificationCallback callback, uint unused1, uint unused2, uint unused3, out IntPtr am_device_notification_ptr);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartHouseArrestService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ bundleName, IntPtr unknown1, ref IntPtr handle, int unknown2);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ serviceName, ref IntPtr handle, IntPtr unknown);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureStartService(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr/*CFString*/ serviceName, int flagsPassInZero, ref IntPtr handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDServiceConnectionReceive(IntPtr handle, StringBuilder buffer, int bufferLen, int unknown);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStartSession(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceStopSession(IntPtr/*AppleMobileDeviceConnection*/ device);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMRestoreModeDeviceCreate(uint unknown0, int connection_id, uint unknown1);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
public extern static int AMRestoreRegisterForDeviceNotifications(
DeviceRestoreNotificationCallback dfu_connect,
DeviceRestoreNotificationCallback recovery_connect,
DeviceRestoreNotificationCallback dfu_disconnect,
DeviceRestoreNotificationCallback recovery_disconnect,
uint unknown0,
IntPtr user_info);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceUninstallApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ ApplicationIdentifier,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureUninstallApplication(
IntPtr serviceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFString*/ ApplicationIdentifer,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureInstallApplication(
IntPtr serviceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFURL*/ UrlPath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceTransferApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ InPackagePath,
IntPtr UnknownButUnused,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceSecureUpgradeApplication(
IntPtr ServiceConnection,
IntPtr/*AppleMobileDeviceConnection*/ DeviceIfConnIsNull,
IntPtr/*CFURL*/ UrlPath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMDeviceInstallApplication(
IntPtr/*AppleMobileDeviceConnection*/ device,
IntPtr/*CFString*/ FilePath,
IntPtr/*CFDictionary*/ ClientOptions,
DeviceInstallationCallback ProgressCallback,
IntPtr UserData);
// the unknown goes into the 4th dword in the connection struct. if non-zero, winsock send() won't get called in AMDServiceConnectionSend AFAIK
// the only option is "CloseOnInvalidate" (CFBoolean type, defaults to false)
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static IntPtr AMDServiceConnectionCreate(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr UnknownTypically0, IntPtr OptionsDictionary);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AMSBeginSync(IntPtr/*AppleMobileDeviceConnection*/ device, IntPtr OuterIn8, IntPtr OuterIn12, IntPtr OuterIn16);
}
#endregion
#region AFC Operations
public int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref string buffer)
{
int ret;
IntPtr ptr = IntPtr.Zero;
ret = AFC.DirectoryRead((IntPtr)conn, dir, ref ptr);
if ((ret == 0) && (ptr != IntPtr.Zero))
{
buffer = Marshal.PtrToStringAnsi(ptr);
}
else
{
buffer = null;
}
return ret;
}
public class AFC
{
public static int ConnectionClose(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionClose((IntPtr)conn);
}
public static int ConnectionInvalidate(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionInvalidate((IntPtr)conn);
}
public static int ConnectionIsValid(TypedPtr<AFCCommConnection> conn)
{
return AFCConnectionIsValid((IntPtr)conn);
}
public static int ConnectionOpen(IntPtr handle, uint io_timeout, out TypedPtr<AFCCommConnection> OutConn)
{
IntPtr Conn;
int Result = AFCConnectionOpen(handle, io_timeout, out Conn);
OutConn = Conn;
return Result;
}
public static int DeviceInfoOpen(IntPtr handle, ref IntPtr dict)
{
return AFCDeviceInfoOpen(handle, ref dict);
}
public static int DirectoryClose(TypedPtr<AFCCommConnection> conn, IntPtr dir)
{
return AFCDirectoryClose((IntPtr)conn, dir);
}
public static int DirectoryCreate(TypedPtr<AFCCommConnection> conn, string path)
{
return AFCDirectoryCreate((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path));
}
public static int DirectoryOpen(TypedPtr<AFCCommConnection> conn, string path, ref IntPtr dir)
{
return AFCDirectoryOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), ref dir);
}
public static int DirectoryRead(TypedPtr<AFCCommConnection> conn, IntPtr dir, ref IntPtr dirent)
{
return AFCDirectoryRead((IntPtr)conn, dir, ref dirent);
}
public static int FileInfoOpen(TypedPtr<AFCCommConnection> conn, string path, out TypedPtr<AFCDictionary> OutDict)
{
IntPtr UntypedDict;
int Result = AFCFileInfoOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), out UntypedDict);
OutDict = UntypedDict;
return Result;
}
public static int FileRefClose(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFCFileRefClose((IntPtr)conn, handle);
}
public static int FileRefOpen(TypedPtr<AFCCommConnection> conn, string path, Int64 mode, out Int64 handle)
{
return AFCFileRefOpen((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path), mode, out handle);
}
public static int FileRefRead(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, ref uint len)
{
return AFCFileRefRead((IntPtr)conn, handle, buffer, ref len);
}
public static int FileRefSetFileSize(TypedPtr<AFCCommConnection> conn, Int64 handle, uint size)
{
return AFCFileRefSetFileSize((IntPtr)conn, handle, size);
}
public static int FileRefSeek(TypedPtr<AFCCommConnection> conn, Int64 handle, Int64 pos, Int64 origin)
{
return AFCFileRefSeek((IntPtr)conn, handle, pos, origin);
}
public static int FileRefTell(TypedPtr<AFCCommConnection> conn, Int64 handle, ref uint position)
{
return AFCFileRefTell((IntPtr)conn, handle, ref position);
}
public static int FileRefWrite(TypedPtr<AFCCommConnection> conn, Int64 handle, byte[] buffer, uint len)
{
return AFCFileRefWrite((IntPtr)conn, handle, buffer, len);
}
public static int FlushData(TypedPtr<AFCCommConnection> conn, Int64 handle)
{
return AFCFlushData((IntPtr)conn, handle);
}
public static int KeyValueClose(TypedPtr<AFCDictionary> dict)
{
return AFCKeyValueClose((IntPtr)dict);
}
public static int KeyValueRead(TypedPtr<AFCDictionary> dict, out IntPtr key, out IntPtr val)
{
return AFCKeyValueRead((IntPtr)dict, out key, out val);
}
public static int RemovePath(TypedPtr<AFCCommConnection> conn, string path)
{
return AFCRemovePath((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(path));
}
public static int RenamePath(TypedPtr<AFCCommConnection> conn, string OldPath, string NewPath)
{
return AFCRenamePath((IntPtr)conn, MobileDevice.StringToFileSystemRepresentation(OldPath), MobileDevice.StringToFileSystemRepresentation(NewPath));
}
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionClose(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionInvalidate(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionIsValid(IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCConnectionOpen(IntPtr handle, uint io_timeout, out IntPtr/*AFCCommConnection*/ conn);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDeviceInfoOpen(IntPtr handle, ref IntPtr dict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryClose(IntPtr/*AFCCommConnection*/ conn, IntPtr dir);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryCreate(IntPtr/*AFCCommConnection*/ conn, byte[] path);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, ref IntPtr dir);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCDirectoryRead(IntPtr/*AFCCommConnection*/ conn, IntPtr dir, ref IntPtr dirent);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileInfoOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, out IntPtr OutDict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefClose(IntPtr/*AFCCommConnection*/ conn, Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefOpen(IntPtr/*AFCCommConnection*/ conn, byte[] path, Int64 mode, out Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefRead(IntPtr/*AFCCommConnection*/ conn, Int64 handle, byte[] buffer, ref uint len);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefSeek(IntPtr/*AFCCommConnection*/ conn, Int64 handle, Int64 pos, Int64 origin);
// FIXME - not working, arguments?
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
public extern static int AFCFileRefSetFileSize(IntPtr/*AFCCommConnection*/ conn, Int64 handle, uint size);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefTell(IntPtr/*AFCCommConnection*/ conn, Int64 handle, ref uint position);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFileRefWrite(IntPtr/*AFCCommConnection*/ conn, Int64 handle, byte[] buffer, uint len);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCFlushData(IntPtr/*AFCCommConnection*/ conn, Int64 handle);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCKeyValueClose(IntPtr dict);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCKeyValueRead(IntPtr dict, out IntPtr key, out IntPtr val);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCRemovePath(IntPtr/*AFCCommConnection*/ conn, byte[] path);
[DllImport(DLLName, CallingConvention = CallingConvention.Cdecl)]
private extern static int AFCRenamePath(IntPtr/*AFCCommConnection*/ conn, byte[] old_path, byte[] new_path);
}
#endregion
}
internal partial class MobileDevice
{
static public MobileDeviceImpl DeviceImpl = null;
static MobileDevice()
{
if (Environment.OSVersion.Platform == PlatformID.MacOSX || Environment.OSVersion.Platform == PlatformID.Unix)
{
DeviceImpl = new MobileDeviceOSX();
}
else
{
string dllPath11 = Microsoft.Win32.Registry.GetValue("HKEY_LOCAL_MACHINE\\SOFTWARE\\Wow6432Node\\Apple Inc.\\Apple Mobile Device Support\\Shared", "iTunesMobileDeviceDLL", null) as string;
string dllPath12 = Microsoft.Win32.Registry.GetValue("HKEY_LOCAL_MACHINE\\SOFTWARE\\Wow6432Node\\Apple Inc.\\Apple Mobile Device Support\\Shared", "MobileDeviceDLL", null) as string;
if (!String.IsNullOrEmpty(dllPath12) && File.Exists(dllPath12))
{
DeviceImpl = new MobileDeviceWiniTunes12();
}
else if (!String.IsNullOrEmpty(dllPath11) && File.Exists(dllPath11))
{
DeviceImpl = new MobileDeviceWiniTunes11();
}
}
// Initialize the CoreFoundation bindings
InitializeCoreFoundation();
}
/*
Valid Value Names:
ActivationState
ActivationStateAcknowledged
BasebandBootloaderVersion
BasebandVersion
BluetoothAddress
BuildVersion
DeviceCertificate
DeviceClass
DeviceName
DevicePublicKey
FirmwareVersion
HostAttached
IntegratedCircuitCardIdentity
InternationalMobileEquipmentIdentity
InternationalMobileSubscriberIdentity
ModelNumber
PhoneNumber
ProductType
ProductVersion
ProtocolVersion
RegionInfo
SBLockdownEverRegisteredKey
SIMStatus
SerialNumber
SomebodySetTimeZone
TimeIntervalSince1970
TimeZone
TimeZoneOffsetFromUTC
TrustedHostAttached
UniqueDeviceID
Uses24HourClock
WiFiAddress
iTunesHasConnected
*/
public static string AMDeviceCopyValue(TypedPtr<AppleMobileDeviceConnection> device, string name)
{
IntPtr result = DeviceImpl.CopyValue(device, 0, CFStringMakeConstantString(name));
if (result != IntPtr.Zero)
{
return MobileDevice.CFStringGetCString(result);
}
else
{
Console.WriteLine("Error: Call to AMDeviceCopyValue failed");
}
return String.Empty;
}
/// <summary>
/// Returns an error string
/// </summary>
public static string GetErrorString(int ErrorValue)
{
string Result = GetSpecificErrorString(ErrorValue);
if (Result == null)
{
Result = String.Format("Unknown error 0x{0:X}", ErrorValue);
}
return Result;
}
/// <summary>
/// Returns a human readable description of the error from the mobile device or null if there isn't one
/// </summary>
public static string GetSpecificErrorString(int ErrorValue)
{
switch ((uint)ErrorValue)
{
case 0:
return "Success.";
case 0xE8000002:
return "Bad Header Error";
case 0xE8000003:
return "No Resources Error";
case 0xE8000004:
return "Read Error";
case 0xE8000005:
return "Write Error";
case 0xE8000006:
return "Unknown Packet Error";
case 0xE8000007:
return "Invalid Argument Error";
case 0xE8000008:
return "Not Found Error";
case 0xE8000009:
return "Is Directory Error";
case 0xE800000A:
return "Permission Error";
case 0xE800000B:
return "Not Connected Error";
case 0xE800000C:
return "Time Out Error";
case 0xE800000D:
return "Overrun Error";
case 0xE800000E:
return "EOF Error";
case 0xE800000F:
return "Unsupported Error";
case 0xE8000010:
return "File Exists Error";
case 0xE8000011:
return "Busy Error";
case 0xE8000012:
return "Crypto Error";
case 0xE8000013:
return "Invalid Response Error";
case 0xE8000014:
return "Missing Key Error";
case 0xE8000015:
return "Missing Value Error";
case 0xE8000016:
return "Get Prohibited Error";
case 0xE8000017:
return "Set Prohibited Error";
case 0xE8000018:
return "Time Out Error";
case 0xE8000019:
return "Immutable Value Error";
case 0xE800001A:
return "Password Protected Error";
case 0xE800001B:
return "Missing Host ID Error";
case 0xE800001C:
return "Invalid Host ID Error";
case 0xE800001D:
return "Session Active Error";
case 0xE800001E:
return "Session Inactive Error";
case 0xE800001F:
return "Missing Session ID Error";
case 0xE8000020:
return "Invalid Session ID Error";
case 0xE8000021:
return "Missing Service Error";
case 0xE8000022:
return "Invalid Service Error";
case 0xE8000023:
return "Invalid Checkin Error";
case 0xE8000024:
return "Checkin Timeout Error";
case 0xE8000025:
return "Missing Pair Record Error";
case 0xE8000026:
return "Invalid Activation Record Error";
case 0xE8000027:
return "Missing Activation Error";
case 0xE8000028:
return "Wrong Droid Error";
case 0xE8000029:
return "SU Verification Error";
case 0xE800002A:
return "SU Patch Error";
case 0xE800002B:
return "SU Firmware Error";
case 0xE800002C:
return "Provisioning Profile Not Valid";
case 0xE800002D:
return "Send Message Error";
case 0xE800002E:
return "Receive Message Error";
case 0xE800002F:
return "Missing Options Error";
case 0xE8000030:
return "Missing Image Type Error";
case 0xE8000031:
return "Digest Failed Error";
case 0xE8000032:
return "Start Service Error";
case 0xE8000033:
return "Invalid Disk Image Error";
case 0xE8000034:
return "Missing Digest Error";
case 0xE8000035:
return "Mux Error";
case 0xE8000036:
return "Application Already Installed Error";
case 0xE8000037:
return "Application Move Failed Error";
case 0xE8000038:
return "Application SINF Capture Failed Error";
case 0xE8000039:
return "Application Sandbox Failed Error";
case 0xE800003A:
return "Application Verification Failed Error";
case 0xE800003B:
return "Archive Destructor Failed Error";
case 0xE800003C:
return "Bundle Verification Failed Error";
case 0xE800003D:
return "Carrier Bundle Copy Failed Error";
case 0xE800003E:
return "Carrier Bundle Directory Creation Failed Error";
case 0xE800003F:
return "Carrier Bundle Missing Supported SIMs Error";
case 0xE8000040:
return "Comm Center Notification Failed Error";
case 0xE8000041:
return "COntainer Creation Failed Error";
case 0xE8000042:
return "Container P0wn Failed Error";
case 0xE8000043:
return "Container Removal Failed Error";
case 0xE8000044:
return "Embedded Profile Install Failed Error";
case 0xE8000045:
return "Error Error";
case 0xE8000046:
return "Executable Twiddle Failed Error";
case 0xE8000047:
return "Existence Check Failed Error";
case 0xE8000048:
return "Install Map Upfate Failed Error";
case 0xE8000049:
return "Manifest Capture Failed Error";
case 0xE800004A:
return "Map Generation Failed Error";
case 0xE800004B:
return "Missing Bundle Executable Error";
case 0xE800004C:
return "Missing Bundle Identifier Error";
case 0xE800004D:
return "Missing Bundle Path Error";
case 0xE800004E:
return "Missing Container Error";
case 0xE800004F:
return "Notification Failed Error";
case 0xE8000050:
return "Package Extraction Failed Error";
case 0xE8000051:
return "Package Inspection Failed Error";
case 0xE8000052:
return "Package Move Failed Error";
case 0xE8000053:
return "Path Conversion Failed Error";
case 0xE8000054:
return "Restore Container Failed Error";
case 0xE8000055:
return "Seatbelt Profile Removal Failed Error";
case 0xE8000056:
return "Stage Creation Failed Error";
case 0xE8000057:
return "Symlink Failed Error";
case 0xE8000058:
return "iTunes Artwork Capture Failed Error";
case 0xE8000059:
return "iTunes Metadata Capture Failed Error";
case 0xE800005A:
return "Already Archived Error";
case 0xE8008001:
return "Unknown code signature related error (0xE8008001); your executable may be missing or misnamed (e.g., underscore issue)";
case 0xE8008015:
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
return "No matching mobile provision for this application (0xE8008015). Please ensure the mobile provision used includes the target device.";
case 0xE8008016:
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
return "There is a problem with the entitlements for this application (0xE8008016).";
case 0xE8008017:
return "Unable to validate signature (there is a problem with a signed code resource) (0xE8008017)";
case 0xE8008018:
return "The identity used to sign the executable is no longer valid (0xE8008018)";
case 0xE8008019:
return "Missing or invalid code signature (0xE8008019)";
default:
return null;
}
}
}
}