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UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/LandscapeGrass.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "GenericPlatform/GenericPlatformStackWalk.h"
#include "HAL/FileManager.h"
#include "Templates/ScopedPointer.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/Guid.h"
#include "Math/RandomStream.h"
#include "Stats/Stats.h"
#include "Async/AsyncWork.h"
#include "HAL/IConsoleManager.h"
#include "Misc/App.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectIterator.h"
#include "EngineDefines.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/Actor.h"
#include "ShowFlags.h"
#include "RHI.h"
#include "RenderingThread.h"
#include "ShaderParameters.h"
#include "RHIStaticStates.h"
#include "SceneView.h"
#include "Shader.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "LandscapeProxy.h"
#include "LightMap.h"
#include "Engine/MapBuildDataRegistry.h"
#include "ShadowMap.h"
#include "LandscapeComponent.h"
#include "LandscapeVersion.h"
#include "MaterialShaderType.h"
#include "MeshMaterialShaderType.h"
#include "DrawingPolicy.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "MeshMaterialShader.h"
#include "Materials/Material.h"
#include "LandscapeGrassType.h"
#include "Materials/MaterialExpressionLandscapeGrassOutput.h"
#include "Engine/TextureRenderTarget2D.h"
#include "ContentStreaming.h"
#include "LandscapeDataAccess.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "StaticMeshResources.h"
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
#include "LandscapeLight.h"
#include "Components/HierarchicalInstancedStaticMeshComponent.h"
#include "Materials/MaterialInstanceConstant.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "ShaderParameterUtils.h"
#include "EngineModule.h"
#include "LandscapeRender.h"
#include "MaterialCompiler.h"
#include "Containers/Algo/Accumulate.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
#include "Package.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3345860 on 2017/03/14 by Daniel.Lamb Fixed crash when building DLC #test Cook paragon. Change 3347324 on 2017/03/15 by Gil.Gribb UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme. Change 3347331 on 2017/03/15 by Robert.Manuszewski Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill. #jira UE-42732 Change 3347371 on 2017/03/15 by Graeme.Thornton Fix for runtime asset cache not invalidating files with an outdated version number Change 3349161 on 2017/03/16 by Steve.Robb Generated UFUNCTION FNames no longer exported. Misc refactors of code generation. Change 3349167 on 2017/03/16 by Steve.Robb Unused TBoolConstant removed (the more general TIntegralConstant should be used instead). Change 3349274 on 2017/03/16 by Gil.Gribb UE4 - Fix loading a package that is already loaded. Change 3349534 on 2017/03/16 by Ben.Marsh UBT: Check that the SN-DBS service is running before attempting to use it. Change 3349612 on 2017/03/16 by Gil.Gribb UE4 - Increased estimate of summary size. Change 3350021 on 2017/03/16 by Gil.Gribb UE4 - Fixed crash in signature checks when mounting pak files. Change 3350052 on 2017/03/16 by Ben.Marsh Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name. Change 3350360 on 2017/03/16 by Ben.Marsh UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes. Change 3351670 on 2017/03/17 by Ben.Marsh UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them. Change 3352289 on 2017/03/17 by Ben.Marsh Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits. Change 3352390 on 2017/03/17 by Ben.Marsh Remove unused/out of date binaries for CrashReporter. Change 3352392 on 2017/03/17 by Ben.Marsh Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now. Change 3352410 on 2017/03/17 by Ben.Marsh Remove P4ChangeReporter. I don't believe this is used any more. Change 3352450 on 2017/03/17 by Ben.Marsh Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects. Change 3352455 on 2017/03/17 by Ben.Marsh Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more. Change 3352940 on 2017/03/17 by Wes.Hunt Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute. #codereview: jin.zhang Change 3353658 on 2017/03/20 by Steve.Robb Fix for crash when importing a BP which has a populated TMap with an enum class key. Change 3354056 on 2017/03/20 by Steve.Robb TAssetPtr<T> can now be constructed from a nullptr without a full definition of T. Change 3356111 on 2017/03/21 by Graeme.Thornton Fix for UE-34131 - Support double and fname stat types in UFE stat export to CSV #jira UE-34131 Change 3358584 on 2017/03/22 by Daniel.Lamb Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking. #test Cook shootergame Change 3360379 on 2017/03/23 by Gil.Gribb UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance. Change 3360623 on 2017/03/23 by Gil.Gribb UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy. Change 3360627 on 2017/03/23 by Gil.Gribb UE4 - Optimized UObject hash tables for speed and space. Change 3361183 on 2017/03/23 by Gil.Gribb UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor. Change 3361906 on 2017/03/23 by Steve.Robb Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements. #jira UE-43272 Change 3362839 on 2017/03/24 by Gil.Gribb UE4 - Fixed hash table lock optimization. Change 3367348 on 2017/03/28 by Robert.Manuszewski Making sure streamed-in SoundWaves get added to GC clusters. Change 3367386 on 2017/03/28 by Ben.Marsh EC: Pass the Semaphores property from a build type as a parameter to new build jobs. Change 3367422 on 2017/03/28 by Ben.Marsh EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually. Change 3367469 on 2017/03/28 by Ben.Marsh EC: Prevent multiple incremental jobs running at once. Change 3367640 on 2017/03/28 by Ben.Marsh Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override. Change 3367836 on 2017/03/28 by Uriel.Doyon Improved handled of references in the streaming manager Change 3369354 on 2017/03/29 by Graeme.Thornton Added AES encrypt/decrypt functions that take a byte array for the key Change 3369804 on 2017/03/29 by Ben.Marsh Remove incorrect "EngineVersion" settings from plugin descriptors. Change 3370462 on 2017/03/29 by Ben.Marsh Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator. #jira UE-43467 Change 3371598 on 2017/03/30 by Ben.Marsh UBT: Fix message for missing toolchain in VS2017. Change 3372827 on 2017/03/30 by Ben.Marsh BuildGraph: Output an error at the end of each step if any previous build products have been modified. Change 3372947 on 2017/03/30 by Ben.Marsh [Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT. Change 3372958 on 2017/03/30 by Ben.Marsh [Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT. Change 3372981 on 2017/03/30 by Ben.Marsh [Merge] Modular game fixes for UAT * Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination * Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine * Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start Change 3373024 on 2017/03/30 by Ben.Marsh [Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep. Change 3373041 on 2017/03/30 by Ben.Marsh [Merge] Added UAT script to replace assets with another source Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files Change 3373052 on 2017/03/30 by Ben.Marsh [Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet Change 3373092 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash attempting to load cooked static mesh in editor Change 3373112 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels Change 3373132 on 2017/03/30 by Ben.Marsh [Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet Change 3373138 on 2017/03/30 by Ben.Marsh [Merge] Fixed code issue with playback of cooked SoundCues Skip over code using editor only data when editor data has been stripped Change 3373143 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash when attempting to open multiple cooked assets Change 3373156 on 2017/03/30 by Ben.Marsh [Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement) Change 3373161 on 2017/03/30 by Ben.Marsh [Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data Change 3373168 on 2017/03/30 by Ben.Marsh [Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file). Change 3373204 on 2017/03/30 by Ben.Marsh [Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around. Change 3373209 on 2017/03/30 by Ben.Marsh [Merge] Fix missing material in mod editor for cooked assets. Change 3373388 on 2017/03/30 by Ben.Marsh [Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall. Change 3374200 on 2017/03/31 by Ben.Marsh [Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics. Change 3374279 on 2017/03/31 by Ben.Marsh PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist) Change 3374331 on 2017/03/31 by Ben.Marsh UBT: Disable warning pragmas on Mono; not supported on current compiler. #jira UE-43451 Change 3375108 on 2017/03/31 by Ben.Marsh Removing another plugin EngineVersion property. Change 3375126 on 2017/03/31 by Ben.Marsh Fix incorrect executable paths being generated for Windows. Change 3375159 on 2017/03/31 by Graeme.Thornton Pak Index Encryption - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key - Added "-encryptpakindex" option to UAT to force on index encryption - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor Change 3375197 on 2017/03/31 by Graeme.Thornton Enable pak index encryption in shootergame Change 3375377 on 2017/03/31 by Ben.Marsh Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries". Change 3376418 on 2017/04/03 by Ben.Marsh BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build. Change 3376447 on 2017/04/03 by Ben.Marsh Build: Remove some unused stream settings Change 3376469 on 2017/04/03 by Ben.Marsh Build: Add a customizable field for the script to use for custom builds in every branch. Change 3376654 on 2017/04/03 by Ben.Marsh Add a fatal error message containing the module with an outstanding reference when trying to unload it. #jira UE-42423 Change 3376747 on 2017/04/03 by Gil.Gribb UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL. Change 3377173 on 2017/04/03 by Ben.Marsh Make sure callstacks are written to stdout following a crash on a background thread. Change 3377183 on 2017/04/03 by Ben.Marsh Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument). Change 3377280 on 2017/04/03 by Ben.Marsh Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/... Change 3377311 on 2017/04/03 by Ben.Marsh Build: Set the 'Semaphores' parameter for any jobs started from a schedule. Change 3377326 on 2017/04/03 by Ben.Marsh UGS: Show badges which match an entire subtree if the project field ends with "...". Change 3377392 on 2017/04/03 by Ben.Marsh Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them. Change 3377895 on 2017/04/03 by Ben.Marsh EC: Send notification emails whenever UAT fails to compile. Change 3377923 on 2017/04/03 by Ben.Marsh Build: Use a different semaphore for the common editors build target to the incremental compile build target. Change 3378297 on 2017/04/04 by Graeme.Thornton Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT Change 3378301 on 2017/04/04 by Ben.Marsh UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes. Change 3378460 on 2017/04/04 by Graeme.Thornton Remove dependency preloading system from sync and async loading paths Change 3378535 on 2017/04/04 by Robert.Manuszewski Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324 #jira UE-43544 Change 3378575 on 2017/04/04 by Robert.Manuszewski Making sure actor clusters are not created in non-cooked builds #jira UE-43617 #jira UE-43614 Change 3378589 on 2017/04/04 by Robert.Manuszewski Disabling debug GC cluster logging #jira UE-43617 Change 3379118 on 2017/04/04 by Robert.Manuszewski Disabling actor clustering by default, keeping it on in Orion and Ocean Change 3379815 on 2017/04/04 by Ben.Marsh Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures. Change 3380811 on 2017/04/05 by Gil.Gribb UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it. Change 3383313 on 2017/04/06 by Uriel.Doyon Integrated CL 3372436 3372765 3373272 from Dev-Rendering #JIRA UE-43669 Change 3383531 on 2017/04/06 by Ben.Marsh UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory. Change 3383786 on 2017/04/06 by Ben.Zeigler Back out changelist 3382694 and replace with CL #3383757 from bob.tellez: Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing Change 3385089 on 2017/04/07 by Gil.Gribb UE4 - Critical. Fixed memory leak in pak precacher. [CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
#include "Engine/StaticMesh.h"
#define LOCTEXT_NAMESPACE "Landscape"
DEFINE_LOG_CATEGORY_STATIC(LogGrass, Log, All);
static TAutoConsoleVariable<float> CVarGuardBandMultiplier(
TEXT("grass.GuardBandMultiplier"),
1.3f,
TEXT("Used to control discarding in the grass system. Approximate range, 1-4. Multiplied by the cull distance to control when we add grass components."));
static TAutoConsoleVariable<float> CVarGuardBandDiscardMultiplier(
TEXT("grass.GuardBandDiscardMultiplier"),
1.4f,
TEXT("Used to control discarding in the grass system. Approximate range, 1-4. Multiplied by the cull distance to control when we discard grass components."));
static TAutoConsoleVariable<int32> CVarMinFramesToKeepGrass(
TEXT("grass.MinFramesToKeepGrass"),
30,
TEXT("Minimum number of frames before cached grass can be discarded; used to prevent thrashing."));
static TAutoConsoleVariable<float> CVarMinTimeToKeepGrass(
TEXT("grass.MinTimeToKeepGrass"),
5.0f,
TEXT("Minimum number of seconds before cached grass can be discarded; used to prevent thrashing."));
static TAutoConsoleVariable<int32> CVarMaxInstancesPerComponent(
TEXT("grass.MaxInstancesPerComponent"),
65536,
TEXT("Used to control the number of hierarchical components created. More can be more efficient, but can be hitchy as new components come into range"));
static TAutoConsoleVariable<int32> CVarMaxAsyncTasks(
TEXT("grass.MaxAsyncTasks"),
4,
TEXT("Used to control the number of hierarchical components created at a time."));
static TAutoConsoleVariable<int32> CVarUseHaltonDistribution(
TEXT("grass.UseHaltonDistribution"),
0,
TEXT("Used to control the distribution of grass instances. If non-zero, use a halton sequence."));
static TAutoConsoleVariable<float> CVarGrassDensityScale(
TEXT("grass.densityScale"),
1,
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2932679 on 2016/04/04 by Martin.Mittring remove hack/cvar that is not longer needed as we fixed the bug #rb:Bob.Tellez #code_review:Bob.Tellez Change 2932681 on 2016/04/04 by Martin.Mittring fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files, added enure if non scalability setting are used in ScalabilityIni (get now ignored) #rb:David.Hill #code_review:Marcus.Wassmer, Michael.Noland Change 2932719 on 2016/04/04 by Marcus.Wassmer Merge 3 band SH back to DevRendering #rb Daniel.Wright Change 2932760 on 2016/04/04 by Zabir.Hoque Migrating high resolution cubemaps for skylight and reflection probes. #rb: Daniel.Wright Change 2933121 on 2016/04/05 by Rolando.Caloca DR - vk - Fix free blocks not getting joined - Fix compile issue Change 2933122 on 2016/04/05 by Rolando.Caloca DR - Do not shorten dumped shaders path Change 2933126 on 2016/04/05 by Rolando.Caloca DR - vk - Index Buffers using new resource management Change 2933127 on 2016/04/05 by Rolando.Caloca DR - vk - Extract multibuffer off index buffer Change 2933131 on 2016/04/05 by Rolando.Caloca DR - vk - Transition to vb's using mutlibuffer Change 2933136 on 2016/04/05 by Rolando.Caloca DR - vk - Change staging buffers to use resource allocation system - Fix free block not getting joined - Remove define Change 2933140 on 2016/04/05 by Rolando.Caloca DR - vk - 'static' textures now use resource mgmt - Release free pages back to the OS - Remove ensure Change 2933152 on 2016/04/05 by Rolando.Caloca DR - vk - Fix aliasing granularity - Fix renderpass end/copy buffer ensure Change 2933155 on 2016/04/05 by Rolando.Caloca DR - SCW - Fix for -directcompile to directly load file for preprocessor Change 2933158 on 2016/04/05 by Rolando.Caloca DR - hlslcc - Error on Metal if trying to R & W on RWTextures - Fix indices on RW reads to be unsigned #codereview Mark.Satterthwaite, Michael.Trepka Change 2933169 on 2016/04/05 by Rolando.Caloca DR - vk - Move header to public to match changes on DevMobile Change 2933173 on 2016/04/05 by David.Hill Deferred decal rendering with negative scale #rb:Matrin.Mittring #jira:UE-27389 Change 2933273 on 2016/04/05 by Rolando.Caloca DR - vk - Fix renderdoc markers Change 2933274 on 2016/04/05 by Rolando.Caloca DR - Support for -AttachDebugger Change 2933316 on 2016/04/05 by Rolando.Caloca DR - vk - Compile fix whene enabling define Change 2933334 on 2016/04/05 by Rolando.Caloca DR - Compile fix #codereview Martin.Mittring Change 2933805 on 2016/04/05 by Brian.Karis Temporal AA dynamic antighosting. Fixed DOF Change 2933811 on 2016/04/05 by Brian.Karis Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around. Change 2933812 on 2016/04/05 by Brian.Karis Fixed fresnel on SSS skin. Change 2933813 on 2016/04/05 by Brian.Karis Tessellation fix Change 2933816 on 2016/04/05 by Brian.Karis Improved forward shading support [CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
TEXT("Multiplier on all grass densities."),
ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarGrassEnable(
TEXT("grass.Enable"),
1,
TEXT("1: Enable Grass; 0: Disable Grass"));
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
static TAutoConsoleVariable<int32> CVarGrassDiscardDataOnLoad(
TEXT("grass.DiscardDataOnLoad"),
0,
TEXT("1: Discard grass data on load (disables grass); 0: Keep grass data (requires reloading level)"),
ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarUseStreamingManagerForCameras(
TEXT("grass.UseStreamingManagerForCameras"),
1,
TEXT("1: Use Streaming Manager; 0: Use ViewLocationsRenderedLastFrame"));
static TAutoConsoleVariable<int32> CVarCullSubsections(
TEXT("grass.CullSubsections"),
1,
TEXT("1: Cull each foliage component; 0: Cull only based on the landscape component."));
static TAutoConsoleVariable<int32> CVarDisableGPUCull(
TEXT("grass.DisableGPUCull"),
0,
TEXT("For debugging. Set this to zero to see where the grass is generated. Useful for tweaking the guard bands."));
static TAutoConsoleVariable<int32> CVarPrerenderGrassmaps(
TEXT("grass.PrerenderGrassmaps"),
1,
TEXT("1: Pre-render grass maps for all components in the editor; 0: Generate grass maps on demand while moving through the editor"));
DECLARE_CYCLE_STAT(TEXT("Grass Async Build Time"), STAT_FoliageGrassAsyncBuildTime, STATGROUP_Foliage);
DECLARE_CYCLE_STAT(TEXT("Grass Start Comp"), STAT_FoliageGrassStartComp, STATGROUP_Foliage);
DECLARE_CYCLE_STAT(TEXT("Grass End Comp"), STAT_FoliageGrassEndComp, STATGROUP_Foliage);
DECLARE_CYCLE_STAT(TEXT("Grass Destroy Comps"), STAT_FoliageGrassDestoryComp, STATGROUP_Foliage);
DECLARE_CYCLE_STAT(TEXT("Grass Update"), STAT_GrassUpdate, STATGROUP_Foliage);
static void GrassCVarSinkFunction()
{
static float CachedGrassDensityScale = 1.0f;
float GrassDensityScale = CVarGrassDensityScale.GetValueOnGameThread();
if (GrassDensityScale != CachedGrassDensityScale)
{
CachedGrassDensityScale = GrassDensityScale;
for (auto* Landscape : TObjectRange<ALandscapeProxy>(RF_ClassDefaultObject | RF_ArchetypeObject, true, EInternalObjectFlags::PendingKill))
{
Landscape->FlushGrassComponents(nullptr, false);
}
}
}
static FAutoConsoleVariableSink CVarGrassSink(FConsoleCommandDelegate::CreateStatic(&GrassCVarSinkFunction));
//
// Grass weightmap rendering
//
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
#if WITH_EDITOR
static bool ShouldCacheLandscapeGrassShaders(EShaderPlatform Platform, const FMaterial* Material, const FVertexFactoryType* VertexFactoryType)
{
// We only need grass weight shaders for Landscape vertex factories on desktop platforms
return (Material->IsUsedWithLandscape() || Material->IsSpecialEngineMaterial()) &&
IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) &&
((VertexFactoryType == FindVertexFactoryType(FName(TEXT("FLandscapeVertexFactory"), FNAME_Find))) || (VertexFactoryType == FindVertexFactoryType(FName(TEXT("FLandscapeXYOffsetVertexFactory"), FNAME_Find))))
&& !IsConsolePlatform(Platform);
}
class FLandscapeGrassWeightVS : public FMeshMaterialShader
{
DECLARE_SHADER_TYPE(FLandscapeGrassWeightVS, MeshMaterial);
FShaderParameter RenderOffsetParameter;
protected:
FLandscapeGrassWeightVS()
{}
FLandscapeGrassWeightVS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
: FMeshMaterialShader(Initializer)
{
RenderOffsetParameter.Bind(Initializer.ParameterMap, TEXT("RenderOffset"));
}
public:
static bool ShouldCache(EShaderPlatform Platform, const FMaterial* Material, const FVertexFactoryType* VertexFactoryType)
{
return ShouldCacheLandscapeGrassShaders(Platform, Material, VertexFactoryType);
}
void SetParameters(FRHICommandList& RHICmdList, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial& MaterialResource, const FSceneView& View, const FVector2D& RenderOffset)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3072947 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture. #review-3072934 @marcus.wassmer #jira UE-34045 Change 3073301 on 2016/08/02 by Ben.Woodhouse Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html #jira UE-34052 Change 3073689 on 2016/08/02 by Ben.Woodhouse Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma) Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti). Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha) Tested/profiled on PC, PS4 Change 3074666 on 2016/08/02 by Daniel.Wright Fixed stationary skylight brightness Change 3074667 on 2016/08/02 by Daniel.Wright Fixed r.ReflectionEnvironmentLightmapMixing Change 3074687 on 2016/08/02 by Daniel.Wright Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. Change 3075241 on 2016/08/03 by Rolando.Caloca DR - Fix linux compile issue & static analysis warning Change 3075746 on 2016/08/03 by Daniel.Wright Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod Change 3075783 on 2016/08/03 by Ryan.Brucks #code.review Marcus.Wassmer Added two material nodes that return Atmospheric Light Vector and Light Direction using: View.AtmosphericFogSunColor View.AtmosphericFogSunDirection Nodes are called: AtmosphericLightVector AtmosphericLightColor Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene. Change 3075969 on 2016/08/03 by Uriel.Doyon Material GUIDs are not updated anymore when parents or textures change. Lighting now uses a hash built from the list of parents, textures and shader functions. #review-3072980 @marcus.wassmer @daniel.wright Change 3076116 on 2016/08/03 by Ryan.Brucks #code.review marcus.wassmer Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color" Change 3076456 on 2016/08/03 by Rolando.Caloca DR - Fix geometry shader gl_Layer for SPIR-V Change 3076730 on 2016/08/03 by Uriel.Doyon Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave. #review-3072984 @marcus.wassmer Change 3077616 on 2016/08/04 by Daniel.Wright Planar reflection show flags can now be edited Change 3077621 on 2016/08/04 by Daniel.Wright Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting Change 3077792 on 2016/08/04 by Daniel.Wright Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight Change 3077799 on 2016/08/04 by Daniel.Wright Skip RF_ArchetypeObject for reflection captures Change 3077876 on 2016/08/04 by Marc.Olano Noise material perf improvements Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3. Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above) Change 3077884 on 2016/08/04 by Daniel.Wright Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them Change 3078994 on 2016/08/05 by Simon.Tovey Fix for UE-34241 Scene proxy ptr was being cached during a downcast. Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale. I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit. Change 3079162 on 2016/08/05 by Ben.Woodhouse Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings. #jira UE-34091 Change 3079613 on 2016/08/05 by Daniel.Wright New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D Change 3079708 on 2016/08/05 by Uriel.Doyon Fixed crash when building texture streaming on some levels. Change 3079795 on 2016/08/05 by Uriel.Doyon Fixed issue with instanced static meshes when building texture streaming. Fixed typo with func "GetNumTextureStreamingPrimitives" Change 3079806 on 2016/08/05 by Uriel.Doyon Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution. New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM (according to GPoolSizeVRAMPercentage) #review-3074662 @marcus.wassmer Change 3082698 on 2016/08/09 by Daniel.Wright Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script Change 3082699 on 2016/08/09 by Daniel.Wright Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for Change 3083909 on 2016/08/10 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Change 3084645 on 2016/08/10 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Change 3084709 on 2016/08/10 by Daniel.Wright Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() Change 3084783 on 2016/08/10 by Rolando.Caloca DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows #jira UE-34510 Change 3084958 on 2016/08/10 by Daniel.Wright Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards Change 3086023 on 2016/08/11 by Marcus.Wassmer Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering) #test none Change 3086778 on 2016/08/11 by Ben.Woodhouse Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly #jira UE-34561 Change 3087404 on 2016/08/12 by Rolando.Caloca DR - Upgrade glslang to 1.0.21.1 - Added some more debug output Change 3087524 on 2016/08/12 by Rolando.Caloca DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data) Change 3087663 on 2016/08/12 by Rolando.Caloca DR - vk - Fix for SRGB; support for mip texture views Change 3087735 on 2016/08/12 by Daniel.Wright TextureRenderTarget2D's can now be up to 8192^2. Anything over 2048 pops up an 'are you sure' dialog. Change 3087750 on 2016/08/12 by Rolando.Caloca DR - vk - Minor renaming in prep for merge Change 3087813 on 2016/08/12 by Rolando.Caloca DR - vk - More minor cleanup Change 3087819 on 2016/08/12 by Chris.Bunner Check material function input types directly, no need to traverse connected graph. #jira UE-32134 Change 3087901 on 2016/08/12 by Rolando.Caloca DR - vk - Fix RT view to use 1 mip Fix depth buffer component swizzle Change 3088193 on 2016/08/12 by Daniel.Wright DFAO and RTDF shadows are enabled in High and Epic scalability settings by default Change 3088988 on 2016/08/15 by Rolando.Caloca DR - Add Accessors Change 3089104 on 2016/08/15 by Olaf.Piesche #jira UE-34241 Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated Change 3089208 on 2016/08/15 by Daniel.Wright Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes * Fixes WorldPosition in downsampled translucency * View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct. Currently used by global distance field, downsampled separate translucency. * Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res Change 3089209 on 2016/08/15 by Daniel.Wright Fixed atmospheric fog on translucency Change 3089457 on 2016/08/15 by Daniel.Wright Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass. The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first. Change 3089549 on 2016/08/15 by Daniel.Wright UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds Change 3089703 on 2016/08/15 by Daniel.Wright Custom expression fixup for View.RenderTargetSize Change 3090546 on 2016/08/16 by Daniel.Wright Hopeful fix for recycled snapshot view crash Change 3091202 on 2016/08/16 by Daniel.Wright Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view [CL 3091931 by Gil Gribb in Main branch]
2016-08-17 11:38:13 -04:00
FMeshMaterialShader::SetParameters(RHICmdList, GetVertexShader(), MaterialRenderProxy, MaterialResource, View, View.ViewUniformBuffer, ESceneRenderTargetsMode::DontSet);
SetShaderValue(RHICmdList, GetVertexShader(), RenderOffsetParameter, RenderOffset);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
void SetMesh(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory, const FSceneView& View, const FPrimitiveSceneProxy* Proxy, const FMeshBatchElement& BatchElement, const FDrawingPolicyRenderState& DrawRenderState)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
FMeshMaterialShader::SetMesh(RHICmdList, GetVertexShader(), VertexFactory, View, Proxy, BatchElement, DrawRenderState);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FMeshMaterialShader::Serialize(Ar);
Ar << RenderOffsetParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_MATERIAL_SHADER_TYPE(, FLandscapeGrassWeightVS, TEXT("LandscapeGrassWeight"), TEXT("VSMain"), SF_Vertex);
class FLandscapeGrassWeightPS : public FMeshMaterialShader
{
DECLARE_SHADER_TYPE(FLandscapeGrassWeightPS, MeshMaterial);
FShaderParameter OutputPassParameter;
public:
static bool ShouldCache(EShaderPlatform Platform, const FMaterial* Material, const FVertexFactoryType* VertexFactoryType)
{
return ShouldCacheLandscapeGrassShaders(Platform, Material, VertexFactoryType);
}
FLandscapeGrassWeightPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FMeshMaterialShader(Initializer)
{
OutputPassParameter.Bind(Initializer.ParameterMap, TEXT("OutputPass"));
}
FLandscapeGrassWeightPS()
{}
void SetParameters(FRHICommandList& RHICmdList, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial& MaterialResource, const FSceneView* View, int32 OutputPass)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3072947 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture. #review-3072934 @marcus.wassmer #jira UE-34045 Change 3073301 on 2016/08/02 by Ben.Woodhouse Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html #jira UE-34052 Change 3073689 on 2016/08/02 by Ben.Woodhouse Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma) Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti). Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha) Tested/profiled on PC, PS4 Change 3074666 on 2016/08/02 by Daniel.Wright Fixed stationary skylight brightness Change 3074667 on 2016/08/02 by Daniel.Wright Fixed r.ReflectionEnvironmentLightmapMixing Change 3074687 on 2016/08/02 by Daniel.Wright Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. Change 3075241 on 2016/08/03 by Rolando.Caloca DR - Fix linux compile issue & static analysis warning Change 3075746 on 2016/08/03 by Daniel.Wright Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod Change 3075783 on 2016/08/03 by Ryan.Brucks #code.review Marcus.Wassmer Added two material nodes that return Atmospheric Light Vector and Light Direction using: View.AtmosphericFogSunColor View.AtmosphericFogSunDirection Nodes are called: AtmosphericLightVector AtmosphericLightColor Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene. Change 3075969 on 2016/08/03 by Uriel.Doyon Material GUIDs are not updated anymore when parents or textures change. Lighting now uses a hash built from the list of parents, textures and shader functions. #review-3072980 @marcus.wassmer @daniel.wright Change 3076116 on 2016/08/03 by Ryan.Brucks #code.review marcus.wassmer Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color" Change 3076456 on 2016/08/03 by Rolando.Caloca DR - Fix geometry shader gl_Layer for SPIR-V Change 3076730 on 2016/08/03 by Uriel.Doyon Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave. #review-3072984 @marcus.wassmer Change 3077616 on 2016/08/04 by Daniel.Wright Planar reflection show flags can now be edited Change 3077621 on 2016/08/04 by Daniel.Wright Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting Change 3077792 on 2016/08/04 by Daniel.Wright Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight Change 3077799 on 2016/08/04 by Daniel.Wright Skip RF_ArchetypeObject for reflection captures Change 3077876 on 2016/08/04 by Marc.Olano Noise material perf improvements Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3. Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above) Change 3077884 on 2016/08/04 by Daniel.Wright Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them Change 3078994 on 2016/08/05 by Simon.Tovey Fix for UE-34241 Scene proxy ptr was being cached during a downcast. Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale. I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit. Change 3079162 on 2016/08/05 by Ben.Woodhouse Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings. #jira UE-34091 Change 3079613 on 2016/08/05 by Daniel.Wright New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D Change 3079708 on 2016/08/05 by Uriel.Doyon Fixed crash when building texture streaming on some levels. Change 3079795 on 2016/08/05 by Uriel.Doyon Fixed issue with instanced static meshes when building texture streaming. Fixed typo with func "GetNumTextureStreamingPrimitives" Change 3079806 on 2016/08/05 by Uriel.Doyon Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution. New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM (according to GPoolSizeVRAMPercentage) #review-3074662 @marcus.wassmer Change 3082698 on 2016/08/09 by Daniel.Wright Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script Change 3082699 on 2016/08/09 by Daniel.Wright Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for Change 3083909 on 2016/08/10 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Change 3084645 on 2016/08/10 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Change 3084709 on 2016/08/10 by Daniel.Wright Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() Change 3084783 on 2016/08/10 by Rolando.Caloca DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows #jira UE-34510 Change 3084958 on 2016/08/10 by Daniel.Wright Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards Change 3086023 on 2016/08/11 by Marcus.Wassmer Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering) #test none Change 3086778 on 2016/08/11 by Ben.Woodhouse Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly #jira UE-34561 Change 3087404 on 2016/08/12 by Rolando.Caloca DR - Upgrade glslang to 1.0.21.1 - Added some more debug output Change 3087524 on 2016/08/12 by Rolando.Caloca DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data) Change 3087663 on 2016/08/12 by Rolando.Caloca DR - vk - Fix for SRGB; support for mip texture views Change 3087735 on 2016/08/12 by Daniel.Wright TextureRenderTarget2D's can now be up to 8192^2. Anything over 2048 pops up an 'are you sure' dialog. Change 3087750 on 2016/08/12 by Rolando.Caloca DR - vk - Minor renaming in prep for merge Change 3087813 on 2016/08/12 by Rolando.Caloca DR - vk - More minor cleanup Change 3087819 on 2016/08/12 by Chris.Bunner Check material function input types directly, no need to traverse connected graph. #jira UE-32134 Change 3087901 on 2016/08/12 by Rolando.Caloca DR - vk - Fix RT view to use 1 mip Fix depth buffer component swizzle Change 3088193 on 2016/08/12 by Daniel.Wright DFAO and RTDF shadows are enabled in High and Epic scalability settings by default Change 3088988 on 2016/08/15 by Rolando.Caloca DR - Add Accessors Change 3089104 on 2016/08/15 by Olaf.Piesche #jira UE-34241 Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated Change 3089208 on 2016/08/15 by Daniel.Wright Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes * Fixes WorldPosition in downsampled translucency * View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct. Currently used by global distance field, downsampled separate translucency. * Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res Change 3089209 on 2016/08/15 by Daniel.Wright Fixed atmospheric fog on translucency Change 3089457 on 2016/08/15 by Daniel.Wright Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass. The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first. Change 3089549 on 2016/08/15 by Daniel.Wright UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds Change 3089703 on 2016/08/15 by Daniel.Wright Custom expression fixup for View.RenderTargetSize Change 3090546 on 2016/08/16 by Daniel.Wright Hopeful fix for recycled snapshot view crash Change 3091202 on 2016/08/16 by Daniel.Wright Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view [CL 3091931 by Gil Gribb in Main branch]
2016-08-17 11:38:13 -04:00
FMeshMaterialShader::SetParameters(RHICmdList, GetPixelShader(), MaterialRenderProxy, MaterialResource, *View, View->ViewUniformBuffer, ESceneRenderTargetsMode::DontSet);
if (OutputPassParameter.IsBound())
{
SetShaderValue(RHICmdList, GetPixelShader(), OutputPassParameter, OutputPass);
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
void SetMesh(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory, const FSceneView& View, const FPrimitiveSceneProxy* Proxy, const FMeshBatchElement& BatchElement, const FDrawingPolicyRenderState& DrawRenderState)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
FMeshMaterialShader::SetMesh(RHICmdList, GetPixelShader(), VertexFactory, View, Proxy, BatchElement, DrawRenderState);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FMeshMaterialShader::Serialize(Ar);
Ar << OutputPassParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_MATERIAL_SHADER_TYPE(, FLandscapeGrassWeightPS, TEXT("LandscapeGrassWeight"), TEXT("PSMain"), SF_Pixel);
/**
* Drawing policy used to write out landscape grass weightmap.
*/
class FLandscapeGrassWeightDrawingPolicy : public FMeshDrawingPolicy
{
public:
FLandscapeGrassWeightDrawingPolicy(
const FVertexFactory* InVertexFactory,
const FMaterialRenderProxy* InMaterialRenderProxy,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
const FMaterial& InMaterialResource,
const FMeshDrawingPolicyOverrideSettings& InOverrideSettings
)
:
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FMeshDrawingPolicy(InVertexFactory, InMaterialRenderProxy, InMaterialResource, InOverrideSettings)
{
PixelShader = InMaterialResource.GetShader<FLandscapeGrassWeightPS>(InVertexFactory->GetType());
VertexShader = InMaterialResource.GetShader<FLandscapeGrassWeightVS>(VertexFactory->GetType());
}
// FMeshDrawingPolicy interface.
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
FDrawingPolicyMatchResult Matches(const FLandscapeGrassWeightDrawingPolicy& Other) const
{
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
DRAWING_POLICY_MATCH_BEGIN
DRAWING_POLICY_MATCH(FMeshDrawingPolicy::Matches(Other)) &&
DRAWING_POLICY_MATCH(VertexShader == Other.VertexShader) &&
DRAWING_POLICY_MATCH(PixelShader == Other.PixelShader);
DRAWING_POLICY_MATCH_END
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
void SetSharedState(FRHICommandList& RHICmdList, const FDrawingPolicyRenderState& DrawRenderState, const FSceneView* View, const ContextDataType PolicyContext, int32 OutputPass, const FVector2D& RenderOffset) const
{
// Set the shader parameters for the material.
VertexShader->SetParameters(RHICmdList, MaterialRenderProxy, *MaterialResource, *View, RenderOffset);
PixelShader->SetParameters(RHICmdList, MaterialRenderProxy, *MaterialResource, View, OutputPass);
// Set the shared mesh resources.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
FMeshDrawingPolicy::SetSharedState(RHICmdList, DrawRenderState, View, PolicyContext);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
FBoundShaderStateInput GetBoundShaderStateInput(ERHIFeatureLevel::Type InFeatureLevel) const
{
return FBoundShaderStateInput(
FMeshDrawingPolicy::GetVertexDeclaration(),
VertexShader->GetVertexShader(),
FHullShaderRHIRef(),
FDomainShaderRHIRef(),
PixelShader->GetPixelShader(),
NULL);
}
void SetMeshRenderState(
FRHICommandList& RHICmdList,
const FSceneView& View,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMeshBatch& Mesh,
int32 BatchElementIndex,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
const FDrawingPolicyRenderState& DrawRenderState,
const ElementDataType& ElementData,
const ContextDataType PolicyContext
) const
{
const FMeshBatchElement& BatchElement = Mesh.Elements[BatchElementIndex];
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
VertexShader->SetMesh(RHICmdList, VertexFactory, View, PrimitiveSceneProxy, BatchElement, DrawRenderState);
PixelShader->SetMesh(RHICmdList, VertexFactory, View, PrimitiveSceneProxy, BatchElement, DrawRenderState);
}
friend int32 CompareDrawingPolicy(const FLandscapeGrassWeightDrawingPolicy& A, const FLandscapeGrassWeightDrawingPolicy& B)
{
COMPAREDRAWINGPOLICYMEMBERS(VertexShader);
COMPAREDRAWINGPOLICYMEMBERS(PixelShader);
COMPAREDRAWINGPOLICYMEMBERS(VertexFactory);
COMPAREDRAWINGPOLICYMEMBERS(MaterialRenderProxy);
return 0;
}
private:
FLandscapeGrassWeightVS* VertexShader;
FLandscapeGrassWeightPS* PixelShader;
};
// data also accessible by render thread
class FLandscapeGrassWeightExporter_RenderThread
{
FLandscapeGrassWeightExporter_RenderThread(int32 InNumGrassMaps, bool InbNeedsHeightmap, TArray<int32> InHeightMips)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
: RenderTargetResource(nullptr)
, NumPasses(0)
, HeightMips(MoveTemp(InHeightMips))
, FirstHeightMipsPassIndex(MAX_int32)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
if (InbNeedsHeightmap || InNumGrassMaps > 0)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
NumPasses += FMath::DivideAndRoundUp(2 /* heightmap */ + InNumGrassMaps, 4);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
}
if (HeightMips.Num() > 0)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
FirstHeightMipsPassIndex = NumPasses;
NumPasses += HeightMips.Num();
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
}
}
friend class FLandscapeGrassWeightExporter;
public:
virtual ~FLandscapeGrassWeightExporter_RenderThread()
{}
struct FComponentInfo
{
ULandscapeComponent* Component;
FVector2D ViewOffset;
int32 PixelOffsetX;
FLandscapeComponentSceneProxy* SceneProxy;
FComponentInfo(ULandscapeComponent* InComponent, FVector2D& InViewOffset, int32 InPixelOffsetX)
: Component(InComponent)
, ViewOffset(InViewOffset)
, PixelOffsetX(InPixelOffsetX)
, SceneProxy((FLandscapeComponentSceneProxy*)InComponent->SceneProxy)
{}
};
FTextureRenderTarget2DResource* RenderTargetResource;
TArray<FComponentInfo, TInlineAllocator<1>> ComponentInfos;
FIntPoint TargetSize;
int32 NumPasses;
TArray<int32> HeightMips;
int32 FirstHeightMipsPassIndex;
float PassOffsetX;
FVector ViewOrigin;
FMatrix ViewRotationMatrix;
FMatrix ProjectionMatrix;
void RenderLandscapeComponentToTexture_RenderThread(FRHICommandListImmediate& RHICmdList)
{
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(RenderTargetResource, NULL, FEngineShowFlags(ESFIM_Game)).SetWorldTimes(FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime));
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
ViewFamily.LandscapeLODOverride = 0; // Force LOD render
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.SetViewRectangle(FIntRect(0, 0, TargetSize.X, TargetSize.Y));
ViewInitOptions.ViewOrigin = ViewOrigin;
ViewInitOptions.ViewRotationMatrix = ViewRotationMatrix;
ViewInitOptions.ProjectionMatrix = ProjectionMatrix;
ViewInitOptions.ViewFamily = &ViewFamily;
GetRendererModule().CreateAndInitSingleView(RHICmdList, &ViewFamily, &ViewInitOptions);
const FSceneView* View = ViewFamily.Views[0];
RHICmdList.SetViewport(View->ViewRect.Min.X, View->ViewRect.Min.Y, 0.0f, View->ViewRect.Max.X, View->ViewRect.Max.Y, 1.0f);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
FDrawingPolicyRenderState DrawRenderState(*View);
DrawRenderState.ModifyViewOverrideFlags() |= EDrawingPolicyOverrideFlags::TwoSided;
DrawRenderState.SetBlendState(TStaticBlendState<>::GetRHI());
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
for (auto& ComponentInfo : ComponentInfos)
{
const FMeshBatch& Mesh = ComponentInfo.SceneProxy->GetGrassMeshBatch();
for (int32 PassIdx = 0; PassIdx < NumPasses; PassIdx++)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
FLandscapeGrassWeightDrawingPolicy DrawingPolicy(Mesh.VertexFactory, Mesh.MaterialRenderProxy, *Mesh.MaterialRenderProxy->GetMaterial(GMaxRHIFeatureLevel), ComputeMeshOverrideSettings(Mesh));
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
const int32 ShaderPass = (PassIdx >= FirstHeightMipsPassIndex) ? 0 : PassIdx;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
DrawingPolicy.SetupPipelineState(DrawRenderState, *View);
CommitGraphicsPipelineState(RHICmdList, DrawingPolicy, DrawRenderState, DrawingPolicy.GetBoundShaderStateInput(View->GetFeatureLevel()));
DrawingPolicy.SetSharedState(RHICmdList, DrawRenderState, View, FLandscapeGrassWeightDrawingPolicy::ContextDataType(), ShaderPass, ComponentInfo.ViewOffset + FVector2D(PassOffsetX * PassIdx, 0));
// The first batch element contains the grass batch for the entire component
const int32 ElementIndex = (PassIdx >= FirstHeightMipsPassIndex) ? HeightMips[PassIdx - FirstHeightMipsPassIndex] : 0;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
DrawingPolicy.SetMeshRenderState(RHICmdList, *View, ComponentInfo.SceneProxy, Mesh, ElementIndex, DrawRenderState, FMeshDrawingPolicy::ElementDataType(), FLandscapeGrassWeightDrawingPolicy::ContextDataType());
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
DrawingPolicy.DrawMesh(RHICmdList, Mesh, ElementIndex);
}
}
}
};
class FLandscapeGrassWeightExporter : public FLandscapeGrassWeightExporter_RenderThread
{
ALandscapeProxy* LandscapeProxy;
int32 ComponentSizeVerts;
int32 SubsectionSizeQuads;
int32 NumSubsections;
TArray<ULandscapeGrassType*> GrassTypes;
UTextureRenderTarget2D* RenderTargetTexture;
public:
FLandscapeGrassWeightExporter(ALandscapeProxy* InLandscapeProxy, const TArray<ULandscapeComponent*>& InLandscapeComponents, TArray<ULandscapeGrassType*> InGrassTypes, bool InbNeedsHeightmap = true, TArray<int32> InHeightMips = {})
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
: FLandscapeGrassWeightExporter_RenderThread(
InGrassTypes.Num(),
InbNeedsHeightmap,
MoveTemp(InHeightMips))
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
, LandscapeProxy(InLandscapeProxy)
, ComponentSizeVerts(InLandscapeProxy->ComponentSizeQuads + 1)
, SubsectionSizeQuads(InLandscapeProxy->SubsectionSizeQuads)
, NumSubsections(InLandscapeProxy->NumSubsections)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
, GrassTypes(MoveTemp(InGrassTypes))
, RenderTargetTexture(nullptr)
{
check(InLandscapeComponents.Num() > 0);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
// todo: use a 2d target?
TargetSize = FIntPoint(ComponentSizeVerts * NumPasses * InLandscapeComponents.Num(), ComponentSizeVerts);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
FIntPoint TargetSizeMinusOne(TargetSize - FIntPoint(1, 1));
PassOffsetX = 2.0f * (float)ComponentSizeVerts / (float)TargetSize.X;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
for (int32 Idx = 0; Idx < InLandscapeComponents.Num(); Idx++)
{
ULandscapeComponent* Component = InLandscapeComponents[Idx];
FIntPoint ComponentOffset = (Component->GetSectionBase() - LandscapeProxy->LandscapeSectionOffset);
int32 PixelOffsetX = Idx * NumPasses * ComponentSizeVerts;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
FVector2D ViewOffset(-ComponentOffset.X, ComponentOffset.Y);
ViewOffset.X += PixelOffsetX;
ViewOffset /= (FVector2D(TargetSize) * 0.5f);
ComponentInfos.Add(FComponentInfo(Component, ViewOffset, PixelOffsetX));
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
// center of target area in world
FVector TargetCenter = LandscapeProxy->GetTransform().TransformPosition(FVector(TargetSizeMinusOne, 0.f)*0.5f);
// extent of target in world space
FVector TargetExtent = FVector(TargetSize, 0.0f)*LandscapeProxy->GetActorScale()*0.5f;
ViewOrigin = TargetCenter;
ViewRotationMatrix = FInverseRotationMatrix(LandscapeProxy->GetActorRotation());
ViewRotationMatrix *= FMatrix(FPlane(1, 0, 0, 0),
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
FPlane(0,-1, 0, 0),
FPlane(0, 0,-1, 0),
FPlane(0, 0, 0, 1));
const float ZOffset = WORLD_MAX;
ProjectionMatrix = FReversedZOrthoMatrix(
TargetExtent.X,
TargetExtent.Y,
0.5f / ZOffset,
ZOffset);
RenderTargetTexture = NewObject<UTextureRenderTarget2D>();
check(RenderTargetTexture);
RenderTargetTexture->ClearColor = FLinearColor::White;
RenderTargetTexture->TargetGamma = 1.0f;
RenderTargetTexture->InitCustomFormat(TargetSize.X, TargetSize.Y, PF_B8G8R8A8, false);
RenderTargetResource = RenderTargetTexture->GameThread_GetRenderTargetResource()->GetTextureRenderTarget2DResource();
// render
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
FDrawSceneCommand,
FLandscapeGrassWeightExporter_RenderThread*, Exporter, this,
{
Exporter->RenderLandscapeComponentToTexture_RenderThread(RHICmdList);
FlushPendingDeleteRHIResources_RenderThread();
});
}
TMap<ULandscapeComponent*, TUniquePtr<FLandscapeComponentGrassData>, TInlineSetAllocator<1>>
FetchResults()
{
TArray<FColor> Samples;
Samples.SetNumUninitialized(TargetSize.X*TargetSize.Y);
// Copy the contents of the remote texture to system memory
FReadSurfaceDataFlags ReadSurfaceDataFlags;
ReadSurfaceDataFlags.SetLinearToGamma(false);
RenderTargetResource->ReadPixels(Samples, ReadSurfaceDataFlags, FIntRect(0, 0, TargetSize.X, TargetSize.Y));
TMap<ULandscapeComponent*, TUniquePtr<FLandscapeComponentGrassData>, TInlineSetAllocator<1>> Results;
Results.Reserve(ComponentInfos.Num());
for (auto& ComponentInfo : ComponentInfos)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
ULandscapeComponent* Component = ComponentInfo.Component;
ALandscapeProxy* Proxy = Component->GetLandscapeProxy();
TUniquePtr<FLandscapeComponentGrassData> NewGrassData = MakeUnique<FLandscapeComponentGrassData>(Component);
if (FirstHeightMipsPassIndex > 0)
{
NewGrassData->HeightData.Empty(FMath::Square(ComponentSizeVerts));
}
else
{
NewGrassData->HeightData.Empty(0);
}
NewGrassData->HeightMipData.Empty(HeightMips.Num());
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
TArray<TArray<uint8>*> GrassWeightArrays;
GrassWeightArrays.Empty(GrassTypes.Num());
for (auto GrassType : GrassTypes)
{
NewGrassData->WeightData.Add(GrassType);
}
// need a second loop because the WeightData map will reallocate its arrays as grass types are added
for (auto GrassType : GrassTypes)
{
TArray<uint8>* DataArray = NewGrassData->WeightData.Find(GrassType);
check(DataArray);
DataArray->Empty(FMath::Square(ComponentSizeVerts));
GrassWeightArrays.Add(DataArray);
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
// output debug bitmap
#if UE_BUILD_DEBUG
static bool bOutputGrassBitmap = false;
if (bOutputGrassBitmap)
{
FString TempPath = FPaths::ScreenShotDir();
TempPath += TEXT("/GrassDebug");
IFileManager::Get().MakeDirectory(*TempPath, true);
FFileHelper::CreateBitmap(*(TempPath / "Grass"), TargetSize.X, TargetSize.Y, Samples.GetData(), nullptr, &IFileManager::Get(), nullptr, GrassTypes.Num() >= 2);
}
#endif
for (int32 PassIdx = 0; PassIdx < NumPasses; PassIdx++)
{
FColor* SampleData = &Samples[ComponentInfo.PixelOffsetX + PassIdx*ComponentSizeVerts];
if (PassIdx < FirstHeightMipsPassIndex)
{
if (PassIdx == 0)
{
for (int32 y = 0; y < ComponentSizeVerts; y++)
{
for (int32 x = 0; x < ComponentSizeVerts; x++)
{
FColor& Sample = SampleData[x + y * TargetSize.X];
uint16 Height = (((uint16)Sample.R) << 8) + (uint16)(Sample.G);
NewGrassData->HeightData.Add(Height);
if (GrassTypes.Num() > 0)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
GrassWeightArrays[0]->Add(Sample.B);
if (GrassTypes.Num() > 1)
{
GrassWeightArrays[1]->Add(Sample.A);
}
}
}
}
}
else
{
for (int32 y = 0; y < ComponentSizeVerts; y++)
{
for (int32 x = 0; x < ComponentSizeVerts; x++)
{
FColor& Sample = SampleData[x + y * TargetSize.X];
int32 TypeIdx = PassIdx * 4 - 2;
GrassWeightArrays[TypeIdx++]->Add(Sample.R);
if (TypeIdx < GrassTypes.Num())
{
GrassWeightArrays[TypeIdx++]->Add(Sample.G);
if (TypeIdx < GrassTypes.Num())
{
GrassWeightArrays[TypeIdx++]->Add(Sample.B);
if (TypeIdx < GrassTypes.Num())
{
GrassWeightArrays[TypeIdx++]->Add(Sample.A);
}
}
}
}
}
}
}
else // PassIdx >= FirstHeightMipsPassIndex
{
const int32 Mip = HeightMips[PassIdx - FirstHeightMipsPassIndex];
int32 MipSizeVerts = NumSubsections * (SubsectionSizeQuads >> Mip);
TArray<uint16>& MipHeightData = NewGrassData->HeightMipData.Add(Mip);
for (int32 y = 0; y < MipSizeVerts; y++)
{
for (int32 x = 0; x < MipSizeVerts; x++)
{
FColor& Sample = SampleData[x + y * TargetSize.X];
uint16 Height = (((uint16)Sample.R) << 8) + (uint16)(Sample.G);
MipHeightData.Add(Height);
}
}
}
}
// remove null grass type if we had one (can occur if the node has null entries)
NewGrassData->WeightData.Remove(nullptr);
// Remove any grass data that is entirely weight 0
for (auto Iter(NewGrassData->WeightData.CreateIterator()); Iter; ++Iter)
{
if (Iter->Value.IndexOfByPredicate([&](const int8& Weight) { return Weight != 0; }) == INDEX_NONE)
{
Iter.RemoveCurrent();
}
}
Results.Add(Component, MoveTemp(NewGrassData));
}
return Results;
}
void ApplyResults()
{
TMap<ULandscapeComponent*, TUniquePtr<FLandscapeComponentGrassData>, TInlineSetAllocator<1>> NewGrassData = FetchResults();
for (auto&& GrassDataPair : NewGrassData)
{
ULandscapeComponent* Component = GrassDataPair.Key;
FLandscapeComponentGrassData* ComponentGrassData = GrassDataPair.Value.Release();
ALandscapeProxy* Proxy = Component->GetLandscapeProxy();
// Assign the new data (thread-safe)
Component->GrassData = MakeShareable(ComponentGrassData);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
if (Proxy->bBakeMaterialPositionOffsetIntoCollision)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
Component->UpdateCollisionData(true);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
}
}
}
void AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
if (RenderTargetTexture)
{
Collector.AddReferencedObject(RenderTargetTexture);
}
if (LandscapeProxy)
{
Collector.AddReferencedObject(LandscapeProxy);
}
for (auto& Info : ComponentInfos)
{
if (Info.Component)
{
Collector.AddReferencedObject(Info.Component);
}
}
for (auto GrassType : GrassTypes)
{
if (GrassType)
{
Collector.AddReferencedObject(GrassType);
}
}
}
};
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
FLandscapeComponentGrassData::FLandscapeComponentGrassData(ULandscapeComponent* Component)
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - 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 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite 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 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: 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 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: 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 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 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. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
: RotationForWPO(Component->GetLandscapeMaterial()->GetMaterial()->WorldPositionOffset.IsConnected() ? Component->ComponentToWorld.GetRotation() : FQuat(0, 0, 0, 0))
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
{
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
UMaterialInterface* Material = Component->GetLandscapeMaterial();
for (UMaterialInstanceConstant* MIC = Cast<UMaterialInstanceConstant>(Material); MIC; MIC = Cast<UMaterialInstanceConstant>(Material))
{
MaterialStateIds.Add(MIC->ParameterStateId);
Material = MIC->Parent;
}
MaterialStateIds.Add(CastChecked<UMaterial>(Material)->StateId);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
bool ULandscapeComponent::MaterialHasGrass() const
{
UMaterialInterface* Material = GetLandscapeMaterial();
TArray<const UMaterialExpressionLandscapeGrassOutput*> GrassExpressions;
Material->GetMaterial()->GetAllExpressionsOfType<UMaterialExpressionLandscapeGrassOutput>(GrassExpressions);
if (GrassExpressions.Num() > 0 &&
GrassExpressions[0]->GrassTypes.Num() > 0)
{
return GrassExpressions[0]->GrassTypes.ContainsByPredicate([](FGrassInput& GrassInput) { return (GrassInput.Input.IsConnected() && GrassInput.GrassType); });
}
return false;
}
bool ULandscapeComponent::IsGrassMapOutdated() const
{
if (GrassData->HasData())
{
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
// check material / instances haven't changed
const auto& MaterialStateIds = GrassData->MaterialStateIds;
UMaterialInterface* Material = GetLandscapeMaterial();
int32 TestIndex = 0;
for (UMaterialInstanceConstant* MIC = Cast<UMaterialInstanceConstant>(Material); MIC; MIC = Cast<UMaterialInstanceConstant>(Material))
{
if (!MaterialStateIds.IsValidIndex(TestIndex) || MaterialStateIds[TestIndex] != MIC->ParameterStateId)
{
return true;
}
Material = MIC->Parent;
++TestIndex;
}
// last one should be a UMaterial
if (TestIndex != MaterialStateIds.Num() - 1 || MaterialStateIds[TestIndex] != CastChecked<UMaterial>(Material)->StateId)
{
return true;
}
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
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - 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 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite 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 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: 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 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: 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 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 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. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
FQuat RotationForWPO = GetLandscapeMaterial()->GetMaterial()->WorldPositionOffset.IsConnected() ? ComponentToWorld.GetRotation() : FQuat(0, 0, 0, 0);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
if (GrassData->RotationForWPO != RotationForWPO)
{
return true;
}
}
return false;
}
bool ULandscapeComponent::CanRenderGrassMap() const
{
// Check we can render
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
UWorld* ComponentWorld = GetWorld();
if (!GIsEditor || GUsingNullRHI || !ComponentWorld || ComponentWorld->IsGameWorld() || ComponentWorld->FeatureLevel < ERHIFeatureLevel::SM4 || !SceneProxy)
{
return false;
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
// Check we can render the material
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - 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 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite 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 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: 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 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: 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 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 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. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if (!MaterialInstances[0]->GetMaterialResource(ComponentWorld->FeatureLevel)->HasValidGameThreadShaderMap())
{
return false;
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
return true;
}
static bool IsTextureStreamedForGrassMapRender(UTexture2D* InTexture)
{
if (!InTexture || InTexture->ResidentMips != InTexture->GetNumMips()
|| !InTexture->Resource || ((FTexture2DResource*)InTexture->Resource)->GetCurrentFirstMip() > 0)
{
return false;
}
return true;
}
bool ULandscapeComponent::AreTexturesStreamedForGrassMapRender() const
{
// Check for valid heightmap that is fully streamed in
if (!IsTextureStreamedForGrassMapRender(HeightmapTexture))
{
return false;
}
// Check for valid weightmaps that is fully streamed in
for (auto WeightmapTexture : WeightmapTextures)
{
if (!IsTextureStreamedForGrassMapRender(WeightmapTexture))
{
return false;
}
}
return true;
}
void ULandscapeComponent::RenderGrassMap()
{
UMaterialInterface* Material = GetLandscapeMaterial();
if (CanRenderGrassMap())
{
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
TArray<ULandscapeGrassType*> GrassTypes;
TArray<const UMaterialExpressionLandscapeGrassOutput*> GrassExpressions;
Material->GetMaterial()->GetAllExpressionsOfType<UMaterialExpressionLandscapeGrassOutput>(GrassExpressions);
if (GrassExpressions.Num() > 0)
{
GrassTypes.Empty(GrassExpressions[0]->GrassTypes.Num());
for (auto& GrassTypeInput : GrassExpressions[0]->GrassTypes)
{
GrassTypes.Add(GrassTypeInput.GrassType);
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
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const bool bBakeMaterialPositionOffsetIntoCollision = (GetLandscapeProxy() && GetLandscapeProxy()->bBakeMaterialPositionOffsetIntoCollision);
TArray<int32> HeightMips;
if (bBakeMaterialPositionOffsetIntoCollision)
{
if (CollisionMipLevel > 0)
{
HeightMips.Add(CollisionMipLevel);
}
if (SimpleCollisionMipLevel > CollisionMipLevel)
{
HeightMips.Add(SimpleCollisionMipLevel);
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
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if (GrassTypes.Num() > 0 || bBakeMaterialPositionOffsetIntoCollision)
{
TArray<ULandscapeComponent*> LandscapeComponents;
LandscapeComponents.Add(this);
FLandscapeGrassWeightExporter Exporter(GetLandscapeProxy(), MoveTemp(LandscapeComponents), MoveTemp(GrassTypes), true, MoveTemp(HeightMips));
Exporter.ApplyResults();
}
}
}
TArray<uint16> ULandscapeComponent::RenderWPOHeightmap(int32 LOD)
{
TArray<uint16> Results;
if (!CanRenderGrassMap())
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - 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 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite 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 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: 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 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: 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 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 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. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
MaterialInstances[0]->GetMaterialResource(GetWorld()->FeatureLevel)->FinishCompilation();
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
TArray<ULandscapeGrassType*> GrassTypes;
TArray<ULandscapeComponent*> LandscapeComponents;
LandscapeComponents.Add(this);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
if (LOD == 0)
{
FLandscapeGrassWeightExporter Exporter(GetLandscapeProxy(), MoveTemp(LandscapeComponents), MoveTemp(GrassTypes), true, {});
TMap<ULandscapeComponent*, TUniquePtr<FLandscapeComponentGrassData>, TInlineSetAllocator<1>> TempGrassData;
TempGrassData = Exporter.FetchResults();
Results = MoveTemp(TempGrassData[this]->HeightData);
}
else
{
TArray<int32> HeightMips;
HeightMips.Add(LOD);
FLandscapeGrassWeightExporter Exporter(GetLandscapeProxy(), MoveTemp(LandscapeComponents), MoveTemp(GrassTypes), false, MoveTemp(HeightMips));
TMap<ULandscapeComponent*, TUniquePtr<FLandscapeComponentGrassData>, TInlineSetAllocator<1>> TempGrassData;
TempGrassData = Exporter.FetchResults();
Results = MoveTemp(TempGrassData[this]->HeightMipData[LOD]);
}
return Results;
}
void ULandscapeComponent::RemoveGrassMap()
{
GrassData = MakeShareable(new FLandscapeComponentGrassData());
}
void ALandscapeProxy::RenderGrassMaps(const TArray<ULandscapeComponent*>& InLandscapeComponents, const TArray<ULandscapeGrassType*>& GrassTypes)
{
TArray<int32> HeightMips;
if (CollisionMipLevel > 0)
{
HeightMips.Add(CollisionMipLevel);
}
if (SimpleCollisionMipLevel > CollisionMipLevel)
{
HeightMips.Add(SimpleCollisionMipLevel);
}
FLandscapeGrassWeightExporter Exporter(this, InLandscapeComponents, GrassTypes, true, MoveTemp(HeightMips));
Exporter.ApplyResults();
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
#endif //WITH_EDITOR
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// the purpose of this class is to copy the lightmap from the terrain, and set the CoordinateScale and CoordinateBias to zero.
// we re-use the same texture references, so the memory cost is relatively minimal.
class FLandscapeGrassLightMap : public FLightMap2D
{
public:
FLandscapeGrassLightMap(const FLightMap2D& InLightMap)
: FLightMap2D(InLightMap)
{
CoordinateScale = FVector2D::ZeroVector;
CoordinateBias = FVector2D::ZeroVector;
}
};
// the purpose of this class is to copy the shadowmap from the terrain, and set the CoordinateScale and CoordinateBias to zero.
// we re-use the same texture references, so the memory cost is relatively minimal.
class FLandscapeGrassShadowMap : public FShadowMap2D
{
public:
FLandscapeGrassShadowMap(const FShadowMap2D& InShadowMap)
: FShadowMap2D(InShadowMap)
{
CoordinateScale = FVector2D::ZeroVector;
CoordinateBias = FVector2D::ZeroVector;
}
};
//
// UMaterialExpressionLandscapeGrassOutput
//
UMaterialExpressionLandscapeGrassOutput::UMaterialExpressionLandscapeGrassOutput(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
FText STRING_Landscape;
FName NAME_Grass;
FConstructorStatics()
: STRING_Landscape(LOCTEXT("Landscape", "Landscape"))
, NAME_Grass("Grass")
{
}
};
static FConstructorStatics ConstructorStatics;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
#if WITH_EDITORONLY_DATA
MenuCategories.Add(ConstructorStatics.STRING_Landscape);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
#endif
// No outputs
Outputs.Reset();
// Default input
new(GrassTypes)FGrassInput(ConstructorStatics.NAME_Grass);
}
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2860239 on 2016/02/09 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Strip unnecessary UMaterialExpressions from cooked packages. Change 2872941 on 2016/02/18 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing missing materials in cooked builds: - FExpressionInput::Expression can now only be used in editor builds - Added FExpressionInput::ExpressionName which can be used in cooked builds to check if the input was connected - FExpressionInput and derived structs will now use native serialization - Keeping a few more material expressions types in cooked builds Change 2863269 on 2016/02/11 by Steve.Robb@Dev-Core MallocBinned2 is now internally threadsafe. Change 2866771 on 2016/02/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Temp HACK for slow cook times (waiting for Anim Team to fix it properly) Change 2873372 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Print the max number of UObjects when someone tries to allocate too many of them. Change 2861582 on 2016/02/10 by Steve.Robb@Dev-Core Fix for illegal access of StaticClass() at module shutdown. Change 2862906 on 2016/02/11 by Steve.Robb@Dev-Core Per-thread caches and global recycler. Change 2863366 on 2016/02/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing ReferenceChainSearch not using the right garbage collection keep flags. Added gc.FindStaleClusters console command to list any stale clusters. Change 2864959 on 2016/02/12 by Steve.Robb@Dev-Core cvar for enabling/disabling MallocBinned2's per-thread free caches. Change 2865192 on 2016/02/12 by Steve.Robb@Dev-Core Bundle sizes and recycle bundle counts are now configurable via cvars. Change 2867187 on 2016/02/15 by Steve.Robb@Dev-Core Fix for double-buffered free batch recycling. Change 2868533 on 2016/02/16 by Steve.Robb@Dev-Core FBundle class for better bundle management and clarity. Change 2870302 on 2016/02/17 by Steve.Robb@Dev-Core Visualizer fixes for VS2015 and VS2013 Update 5. Quotes removed from invalid value nodes on PS4. Change 2870778 on 2016/02/17 by Steve.Robb@Dev-Core FMalloc::FlushCurrentThreadCache for returning thread-local cached memory back to the global allocator. Change 2873917 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Fixing UHT not respecting #if WITH_EDITORONLY_DATA properties inside of #if !CPP block. Removed temp hack from MaterialExpression.IO related to the bugfix. Change 2871812 on 2016/02/18 by Graeme.Thornton@GThornton_DevCore Fix crash in UnrealPak when signing is enabled #lockdown Nick.Penwarden [CL 2875730 by Robert Manuszewski in Main branch]
2016-02-22 11:17:03 -05:00
#if WITH_EDITOR
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
int32 UMaterialExpressionLandscapeGrassOutput::Compile(class FMaterialCompiler* Compiler, int32 OutputIndex)
{
if (GrassTypes.IsValidIndex(OutputIndex))
{
if (GrassTypes[OutputIndex].Input.Expression)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
return Compiler->CustomOutput(this, OutputIndex, GrassTypes[OutputIndex].Input.Compile(Compiler));
}
else
{
return CompilerError(Compiler, TEXT("Input missing"));
}
}
return INDEX_NONE;
}
void UMaterialExpressionLandscapeGrassOutput::GetCaption(TArray<FString>& OutCaptions) const
{
OutCaptions.Add(TEXT("Grass"));
}
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2860239 on 2016/02/09 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Strip unnecessary UMaterialExpressions from cooked packages. Change 2872941 on 2016/02/18 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing missing materials in cooked builds: - FExpressionInput::Expression can now only be used in editor builds - Added FExpressionInput::ExpressionName which can be used in cooked builds to check if the input was connected - FExpressionInput and derived structs will now use native serialization - Keeping a few more material expressions types in cooked builds Change 2863269 on 2016/02/11 by Steve.Robb@Dev-Core MallocBinned2 is now internally threadsafe. Change 2866771 on 2016/02/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Temp HACK for slow cook times (waiting for Anim Team to fix it properly) Change 2873372 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Print the max number of UObjects when someone tries to allocate too many of them. Change 2861582 on 2016/02/10 by Steve.Robb@Dev-Core Fix for illegal access of StaticClass() at module shutdown. Change 2862906 on 2016/02/11 by Steve.Robb@Dev-Core Per-thread caches and global recycler. Change 2863366 on 2016/02/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing ReferenceChainSearch not using the right garbage collection keep flags. Added gc.FindStaleClusters console command to list any stale clusters. Change 2864959 on 2016/02/12 by Steve.Robb@Dev-Core cvar for enabling/disabling MallocBinned2's per-thread free caches. Change 2865192 on 2016/02/12 by Steve.Robb@Dev-Core Bundle sizes and recycle bundle counts are now configurable via cvars. Change 2867187 on 2016/02/15 by Steve.Robb@Dev-Core Fix for double-buffered free batch recycling. Change 2868533 on 2016/02/16 by Steve.Robb@Dev-Core FBundle class for better bundle management and clarity. Change 2870302 on 2016/02/17 by Steve.Robb@Dev-Core Visualizer fixes for VS2015 and VS2013 Update 5. Quotes removed from invalid value nodes on PS4. Change 2870778 on 2016/02/17 by Steve.Robb@Dev-Core FMalloc::FlushCurrentThreadCache for returning thread-local cached memory back to the global allocator. Change 2873917 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Fixing UHT not respecting #if WITH_EDITORONLY_DATA properties inside of #if !CPP block. Removed temp hack from MaterialExpression.IO related to the bugfix. Change 2871812 on 2016/02/18 by Graeme.Thornton@GThornton_DevCore Fix crash in UnrealPak when signing is enabled #lockdown Nick.Penwarden [CL 2875730 by Robert Manuszewski in Main branch]
2016-02-22 11:17:03 -05:00
#endif // WITH_EDITOR
const TArray<FExpressionInput*> UMaterialExpressionLandscapeGrassOutput::GetInputs()
{
TArray<FExpressionInput*> OutInputs;
for (auto& GrassType : GrassTypes)
{
OutInputs.Add(&GrassType.Input);
}
return OutInputs;
}
FExpressionInput* UMaterialExpressionLandscapeGrassOutput::GetInput(int32 InputIndex)
{
return &GrassTypes[InputIndex].Input;
}
FString UMaterialExpressionLandscapeGrassOutput::GetInputName(int32 InputIndex) const
{
return GrassTypes[InputIndex].Name.ToString();
}
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2860239 on 2016/02/09 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Strip unnecessary UMaterialExpressions from cooked packages. Change 2872941 on 2016/02/18 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing missing materials in cooked builds: - FExpressionInput::Expression can now only be used in editor builds - Added FExpressionInput::ExpressionName which can be used in cooked builds to check if the input was connected - FExpressionInput and derived structs will now use native serialization - Keeping a few more material expressions types in cooked builds Change 2863269 on 2016/02/11 by Steve.Robb@Dev-Core MallocBinned2 is now internally threadsafe. Change 2866771 on 2016/02/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Temp HACK for slow cook times (waiting for Anim Team to fix it properly) Change 2873372 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Print the max number of UObjects when someone tries to allocate too many of them. Change 2861582 on 2016/02/10 by Steve.Robb@Dev-Core Fix for illegal access of StaticClass() at module shutdown. Change 2862906 on 2016/02/11 by Steve.Robb@Dev-Core Per-thread caches and global recycler. Change 2863366 on 2016/02/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2 Fixing ReferenceChainSearch not using the right garbage collection keep flags. Added gc.FindStaleClusters console command to list any stale clusters. Change 2864959 on 2016/02/12 by Steve.Robb@Dev-Core cvar for enabling/disabling MallocBinned2's per-thread free caches. Change 2865192 on 2016/02/12 by Steve.Robb@Dev-Core Bundle sizes and recycle bundle counts are now configurable via cvars. Change 2867187 on 2016/02/15 by Steve.Robb@Dev-Core Fix for double-buffered free batch recycling. Change 2868533 on 2016/02/16 by Steve.Robb@Dev-Core FBundle class for better bundle management and clarity. Change 2870302 on 2016/02/17 by Steve.Robb@Dev-Core Visualizer fixes for VS2015 and VS2013 Update 5. Quotes removed from invalid value nodes on PS4. Change 2870778 on 2016/02/17 by Steve.Robb@Dev-Core FMalloc::FlushCurrentThreadCache for returning thread-local cached memory back to the global allocator. Change 2873917 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Fixing UHT not respecting #if WITH_EDITORONLY_DATA properties inside of #if !CPP block. Removed temp hack from MaterialExpression.IO related to the bugfix. Change 2871812 on 2016/02/18 by Graeme.Thornton@GThornton_DevCore Fix crash in UnrealPak when signing is enabled #lockdown Nick.Penwarden [CL 2875730 by Robert Manuszewski in Main branch]
2016-02-22 11:17:03 -05:00
bool UMaterialExpressionLandscapeGrassOutput::NeedsLoadForClient() const
{
return true;
}
#if WITH_EDITOR
void UMaterialExpressionLandscapeGrassOutput::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.MemberProperty)
{
const FName PropertyName = PropertyChangedEvent.MemberProperty->GetFName();
if (PropertyName == GET_MEMBER_NAME_CHECKED(UMaterialExpressionLandscapeGrassOutput, GrassTypes))
{
if (GraphNode)
{
GraphNode->ReconstructNode();
}
}
}
}
#endif
//
// ULandscapeGrassType
//
ULandscapeGrassType::ULandscapeGrassType(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
GrassDensity_DEPRECATED = 400;
StartCullDistance_DEPRECATED = 10000.0f;
EndCullDistance_DEPRECATED = 10000.0f;
PlacementJitter_DEPRECATED = 1.0f;
RandomRotation_DEPRECATED = true;
AlignToSurface_DEPRECATED = true;
}
void ULandscapeGrassType::PostLoad()
{
Super::PostLoad();
if (GrassMesh_DEPRECATED && !GrassVarieties.Num())
{
FGrassVariety Grass;
Grass.GrassMesh = GrassMesh_DEPRECATED;
Grass.GrassDensity = GrassDensity_DEPRECATED;
Grass.StartCullDistance = StartCullDistance_DEPRECATED;
Grass.EndCullDistance = EndCullDistance_DEPRECATED;
Grass.PlacementJitter = PlacementJitter_DEPRECATED;
Grass.RandomRotation = RandomRotation_DEPRECATED;
Grass.AlignToSurface = AlignToSurface_DEPRECATED;
GrassVarieties.Add(Grass);
GrassMesh_DEPRECATED = nullptr;
}
}
#if WITH_EDITOR
void ULandscapeGrassType::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (GIsEditor)
{
for (TObjectIterator<ALandscapeProxy> It; It; ++It)
{
ALandscapeProxy* Proxy = *It;
if (Proxy->GetWorld() && !Proxy->GetWorld()->IsPlayInEditor())
{
const UMaterialInterface* MaterialInterface = Proxy->LandscapeMaterial;
if (MaterialInterface)
{
TArray<const UMaterialExpressionLandscapeGrassOutput*> GrassExpressions;
MaterialInterface->GetMaterial()->GetAllExpressionsOfType<UMaterialExpressionLandscapeGrassOutput>(GrassExpressions);
// Should only be one grass type node
if (GrassExpressions.Num() > 0)
{
for (auto& Output : GrassExpressions[0]->GrassTypes)
{
if (Output.GrassType == this)
{
Proxy->FlushGrassComponents();
break;
}
}
}
}
}
}
}
}
#endif
//
// FLandscapeComponentGrassData
//
SIZE_T FLandscapeComponentGrassData::GetAllocatedSize() const
{
SIZE_T WeightSize = 0;
for (auto It = WeightData.CreateConstIterator(); It; ++It)
{
WeightSize += It.Value().GetAllocatedSize();
}
return sizeof(*this)
+ HeightData.GetAllocatedSize()
#if WITH_EDITORONLY_DATA
+ HeightMipData.GetAllocatedSize()
+ Algo::TransformAccumulate(HeightMipData, [](const TPair<int32, TArray<uint16>>& HeightMipDataPair) { return HeightMipDataPair.Value.GetAllocatedSize(); }, 0)
#endif
+ WeightData.GetAllocatedSize() + WeightSize;
}
FArchive& operator<<(FArchive& Ar, FLandscapeComponentGrassData& Data)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
Ar.UsingCustomVersion(FLandscapeCustomVersion::GUID);
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
#if WITH_EDITORONLY_DATA
if (!Ar.IsFilterEditorOnly())
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
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
if (Ar.CustomVer(FLandscapeCustomVersion::GUID) >= FLandscapeCustomVersion::GrassMaterialInstanceFix)
{
Ar << Data.MaterialStateIds;
}
else
{
Data.MaterialStateIds.Empty(1);
if (Ar.UE4Ver() >= VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA_MATERIAL_GUID)
{
FGuid MaterialStateId;
Ar << MaterialStateId;
Data.MaterialStateIds.Add(MaterialStateId);
}
}
if (Ar.CustomVer(FLandscapeCustomVersion::GUID) >= FLandscapeCustomVersion::GrassMaterialWPO)
{
Ar << Data.RotationForWPO;
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
}
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
#endif
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
Data.HeightData.BulkSerialize(Ar);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
#if WITH_EDITORONLY_DATA
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
if (!Ar.IsFilterEditorOnly())
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
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
if (Ar.CustomVer(FLandscapeCustomVersion::GUID) >= FLandscapeCustomVersion::CollisionMaterialWPO)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
{
if (Ar.CustomVer(FLandscapeCustomVersion::GUID) >= FLandscapeCustomVersion::LightmassMaterialWPO)
{
// todo - BulkSerialize each mip?
Ar << Data.HeightMipData;
}
else
{
checkSlow(Ar.IsLoading());
TArray<uint16> CollisionHeightData;
CollisionHeightData.BulkSerialize(Ar);
if (CollisionHeightData.Num())
{
const int32 ComponentSizeQuads = FMath::Sqrt(Data.HeightData.Num()) - 1;
const int32 CollisionSizeQuads = FMath::Sqrt(CollisionHeightData.Num()) - 1;
const int32 CollisionMip = FMath::FloorLog2(ComponentSizeQuads / CollisionSizeQuads);
Data.HeightMipData.Add(CollisionMip, MoveTemp(CollisionHeightData));
}
TArray<uint16> SimpleCollisionHeightData;
SimpleCollisionHeightData.BulkSerialize(Ar);
if (SimpleCollisionHeightData.Num())
{
const int32 ComponentSizeQuads = FMath::Sqrt(Data.HeightData.Num()) - 1;
const int32 SimpleCollisionSizeQuads = FMath::Sqrt(SimpleCollisionHeightData.Num()) - 1;
const int32 SimpleCollisionMip = FMath::FloorLog2(ComponentSizeQuads / SimpleCollisionSizeQuads);
Data.HeightMipData.Add(SimpleCollisionMip, MoveTemp(SimpleCollisionHeightData));
}
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
}
}
#endif
// Each weight data array, being 1 byte will be serialized in bulk.
Ar << Data.WeightData;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3151653) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2975891 on 2016/05/12 by Gil.Gribb merged in new async stuff from dev-rendering. Change 2976695 on 2016/05/13 by Gil.Gribb updated precache list Change 2977030 on 2016/05/13 by Gil.Gribb Added time slicing to CreateAsyncPackagesFromQueue, radically reduced the frequency of "precache trimming" and changed a few things in the test rig and logging Change 2977090 on 2016/05/13 by Gil.Gribb Fixed module manager threading and added cmd line param to force async loading thread. Change 2977292 on 2016/05/13 by Gil.Gribb check for thread safety in looking at asset registry Change 2977296 on 2016/05/13 by Gil.Gribb removed some super-expensive check()s from precacher Change 2978368 on 2016/05/16 by Gil.Gribb Move several exposive bools inside of the basic tests inside of FLinkerLoad::Preload, saves a fraction of second. Change 2978414 on 2016/05/16 by Gil.Gribb Added support and testing for unmounting pak files to the pak precacher. Change 2978446 on 2016/05/16 by Gil.Gribb Allow linker listing in non-shipping builds Change 2978550 on 2016/05/16 by Gil.Gribb Allowed some linker spew in non-shipping builds (instead of debug builds). Some tweak to help track down the music.uasset leak. Change 2979952 on 2016/05/17 by Robert.Manuszewski Merging //UE4/Dev-Core @ 2979938 to Dev-UE-30519-LoadTimes Change 2984927 on 2016/05/20 by Gil.Gribb fix a few bugs with an mcp repro Change 2984951 on 2016/05/20 by Gil.Gribb fixed issues with USE_NEW_ASYNC_IO = 0 Change 2985296 on 2016/05/20 by Gil.Gribb Fixed several bugs with the MCP boot test Change 2987956 on 2016/05/24 by Robert.Manuszewski Fixing leaked linkers created by blocking load requests during async loading. Change 2987959 on 2016/05/24 by Joe.Conley Enable load timings in block loading also (in addition to async loading). Change 3017713 on 2016/06/17 by Robert.Manuszewski Removing GUseSeekFreeLoading. Change 3017722 on 2016/06/17 by Robert.Manuszewski Renaming LOAD_SeekFree flag to LOAD_Async to better reflect its current purpose. Change 3017833 on 2016/06/17 by Robert.Manuszewski Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes) Change 3017840 on 2016/06/17 by Robert.Manuszewski Re-doing Dev-Core changes to Delegates 2/2 Change 3022872 on 2016/06/22 by Gil.Gribb reorder memory trim and deleting loaders Change 3059218 on 2016/07/21 by Robert.Manuszewski Fixing compilation errors - adding missing load time tracker stats. Change 3064508 on 2016/07/26 by Robert.Manuszewski Removing blocking loading path in cooked builds. LoadPackage will now use the async path. Change 3066312 on 2016/07/27 by Gil.Gribb Event driven loader, first pass Change 3066785 on 2016/07/27 by Gil.Gribb Removed check...searching forward for export fusion can release a node Change 3068118 on 2016/07/28 by Gil.Gribb critical bug fixes for the event driven loader Change 3068333 on 2016/07/28 by Gil.Gribb correctly handle the case where a file is rejected after loading the summary Change 3069618 on 2016/07/28 by Robert.Manuszewski Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes) Change 3069901 on 2016/07/29 by Robert.Manuszewski Fixing an hang when loading QA-Blueprints level Change 3070171 on 2016/07/29 by Gil.Gribb fixed CDO cyclic dependencies Change 3075288 on 2016/08/03 by Gil.Gribb misc fixes to the event driven loader Change 3077332 on 2016/08/04 by Robert.Manuszewski Fixing checkSlow asserts caused by new loading code not being flagged as IsInAsyncLoadThread() and CreateSynchEvent deprecation warning. Change 3078113 on 2016/08/04 by Gil.Gribb implemented "nicks rule" and undid some previous material and world hacks needed without it. Change 3079480 on 2016/08/05 by Gil.Gribb fixes and tweaks on event driven loader Change 3080135 on 2016/08/07 by Gil.Gribb misc fixes for event driven loader, now with reasonable memory Change 3083722 on 2016/08/10 by Robert.Manuszewski Fixing hangs when async loading packages. Change 3091747 on 2016/08/17 by Gil.Gribb Fix all hitches in streaming load that were regressions. Change 3093258 on 2016/08/18 by Gil.Gribb Fix bug that caused an assert when packages fail to load for certain reasons (like loading an uncooked file). Change 3095719 on 2016/08/20 by Gil.Gribb reenable async loading thread and cleanup and bug fixes Change 3096350 on 2016/08/22 by Gil.Gribb tweak task priorities a bit to minimize precaching memory Change 3096355 on 2016/08/22 by Gil.Gribb add support for precaching for "loose files" in the generic async layer. Change 3098091 on 2016/08/23 by Gil.Gribb Split header into a separate file and disabled a bad optimization in the bulk data. Change 3099783 on 2016/08/24 by Gil.Gribb rework dependency graph to be much, much faster. About half done. Change 3100995 on 2016/08/25 by Gil.Gribb fixed bugs with streaming texture from .uexp and cook time check that should have been runtime only Change 3101369 on 2016/08/25 by Gil.Gribb fixed bug with blueprints in the new loader. Change 3102793 on 2016/08/26 by Gil.Gribb PS4 - fixed small block memcpy to actually be inline Change 3103785 on 2016/08/27 by Gil.Gribb fixed case bug with pak order. devirtualized flinkerload::serialize, made sure -fileopenlog is not heavily skewed Change 3104884 on 2016/08/29 by Gil.Gribb fixed a BP bug and tweaked the -fileopenlog behavior to do leaf assets DFS Change 3105266 on 2016/08/29 by Ben.Zeigler Editor build compilation fix Change 3105774 on 2016/08/30 by Gil.Gribb add checks to locate cases where we try to use something that isn't loaded yet Change 3107794 on 2016/08/31 by Gil.Gribb fixed abug with BP's not loading the parent CDO soon enough Change 3114278 on 2016/09/06 by Gil.Gribb looping loads for paragon load test Change 3114311 on 2016/09/06 by Ben.Zeigler Fix linux compile Change 3114350 on 2016/09/06 by Ben.Zeigler Linux supports fast unaligned int reads Change 3116169 on 2016/09/07 by Ben.Zeigler Force enable separate bulk data cooking when using split cooked files, end-of-exp-file doesn't make sense with the new cook scheme and will crash at runtime Change 3116538 on 2016/09/07 by Gil.Gribb add dependencies for CDO subobjects Change 3116596 on 2016/09/07 by Ben.Zeigler Change crash to warning when trying to load an import to a missing native class, can happen with editor only classes. Change 3116855 on 2016/09/07 by Ben.Zeigler Move cook dialog down a bit so I can cook without constant dialogs popping up Change 3117452 on 2016/09/08 by Robert.Manuszewski Fixing hang when suspending async loading with the async loading thread enabled. Change 3119255 on 2016/09/09 by Robert.Manuszewski Removing texture allocations from PackageFileSummary as they were not used by anything. Change 3119303 on 2016/09/09 by Gil.Gribb Fixed font issue by making all all bulk data either inline or in a ubulk. Added support for compressed packages. Change 3120324 on 2016/09/09 by Ben.Zeigler Fix Cook warnings. Skip transient and client/server only objects when adding dependencies, and mark ShapeComponent BodySetups as properly transient. Change 3121960 on 2016/09/12 by Ben.Zeigler Add RandomizeLoadOrder CVar to randomize the package serial number it uses for sorting async loads Change 3122635 on 2016/09/13 by Gil.Gribb reworked searching disk warning and minor change to the background tasks used for decompression Change 3122743 on 2016/09/13 by Gil.Gribb added some checks around memory accounting Change 3123395 on 2016/09/13 by Ben.Zeigler Enable MallocBinned2 by default on cooked windows builds, similar to how PS4 works. Disabled thread pool cache clearing on windows, the threading function it was using is very slow on windows specifically Change 3124748 on 2016/09/14 by Gil.Gribb Store template in import/export table and refer to it for each export to avoid calling GetArchetypeFromRequiredInfo. Minor fix for some NeedLoadForCLient etc stuff on landscape and CDOs. Fix texture streamer minmips stuff. Change 3125153 on 2016/09/14 by Gil.Gribb don't put transient objects in the import map Change 3126668 on 2016/09/15 by Gil.Gribb Fix critical bug with imports not waiting for the corresponding export to serialize. Fixed paragon test rig to run longer looping by flushing the renderer. Made random mode more random. Change 3126755 on 2016/09/15 by Gil.Gribb ooops, test rig fix Change 3127408 on 2016/09/15 by Ben.Zeigler Back out changelist 3123395, restoring windows memory to 4.13 setup Change 3127409 on 2016/09/15 by Ben.Zeigler Remove Memory trim from FlushAsyncLoading, because it gets called much more often in new flow and is slow on some platforms Change 3127948 on 2016/09/16 by Gil.Gribb Added a check() on any attempt to serialize a pointer to something that hasn't been created yet. This will help us find missing dependencies. There is an exception to this related to CDOs. Change 3128094 on 2016/09/16 by Robert.Manuszewski Fixing exports referenced by weak object pointers not being added to the preload dependency list of of the exports that depend on them. + Moved weak object pointer serialization to FArchive operator << to be able to override its behavior when cooking. Change 3128148 on 2016/09/16 by Robert.Manuszewski Gil's mod to how we detect exports with missing dependencies Change 3129052 on 2016/09/16 by Ben.Zeigler Add Missing Serialize helpers for WeakObjectPtrs, fixes crash with replicating weak objects Change 3129053 on 2016/09/16 by Ben.Zeigler Fake integrate CL #3123581 from Dev-Framework, to correctly handle detecting components as editor only even when they have collision. Fixes crashes with blueprint editor only components that depend on native templates Change 3129630 on 2016/09/17 by Gil.Gribb better logging for missing dependencies and properly ifdef'd the CDO primitive comp hack Change 3130178 on 2016/09/19 by Robert.Manuszewski Use the correct macro (COOK_FOR_EVENT_DRIVEN_LOAD instead of USE_NEW_ASYNC_IO) for SavePackage changes from CL #3128094 Change 3130224 on 2016/09/19 by Robert.Manuszewski Compile error fix Change 3130391 on 2016/09/19 by Gil.Gribb Add cook time fatal errors, and undid a previous change we don't seem to need relating to editor only CDOs Change 3130484 on 2016/09/19 by Gil.Gribb fixed botched GetArchetypeFromRequiredInfo Change 3131966 on 2016/09/20 by Robert.Manuszewski Making the new event driven loader disabled by default. It's now also configurable via project settings (under Streaming Settings -> Event Driven Loader Enabled). Enabled the event driven loader for a few internal projects. Change 3132035 on 2016/09/20 by Gil.Gribb fix dynamic switch on new loader Change 3132041 on 2016/09/20 by Robert.Manuszewski Fix for packages not being saved to disk when cooking with event driven loader disabled. Change 3132195 on 2016/09/20 by Robert.Manuszewski Enabling the event driven loader for Zen Change 3133870 on 2016/09/21 by Graeme.Thornton Config files now enable the event driven loader with the correct cvar name Change 3135812 on 2016/09/22 by Gil.Gribb fixed some bugs with GC during streaming Change 3136102 on 2016/09/22 by Robert.Manuszewski Release GC lock when FlushingAsyncLoading when running GC. Change 3136633 on 2016/09/22 by Gil.Gribb fix bug with linkers finsihing before other things linked their imports Change 3138002 on 2016/09/23 by Robert.Manuszewski Added an assert that will prevent content cooked for the event driven loader to be loaded by game builds that have the EDL disabled. Change 3138012 on 2016/09/23 by Gil.Gribb Improved the fix to prevent packages from finishing before external imports have linked. Async load object libraries. Change 3138031 on 2016/09/23 by Gil.Gribb do not preload obj libs in editor Change 3139176 on 2016/09/24 by Gil.Gribb fixed another bug with an attempt to call GetArchetypeFromRequiredInfo Change 3139459 on 2016/09/26 by Robert.Manuszewski Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes) Change 3139668 on 2016/09/26 by Gil.Gribb change some checks to errors on bad bulk data loads Change 3141127 on 2016/09/27 by Robert.Manuszewski Preventing linkers from being detached too early when async loading. Change 3141129 on 2016/09/27 by Robert.Manuszewski Releasing GC Lock before calling post GC callbacks to allow StaticFindObject use in these callbacks Change 3142048 on 2016/09/27 by Robert.Manuszewski Changing async loading code to not close DelayedLinkerClosePackages linkers until the async package that triggered their creation has finished loading. Change 3143132 on 2016/09/28 by Gil.Gribb fixed text render comp, which has some editor only issues. Fixes a runtime crash and adds a cooktime warning. Change 3143198 on 2016/09/28 by Gil.Gribb fixed it so that bogus loads of bulk data are warned but do not crash Change 3143287 on 2016/09/28 by Robert.Manuszewski UBT will now invalidate its makefiles if ini files are newer than the makefile (ini files may contains global build settings). + Android toolchain will add hashed command line values to the action reposnse filenames to actually allow it to detect compiler command line changes when detecting actions to execute Change 3143344 on 2016/09/28 by Robert.Manuszewski Make UAT pass the project filename to UBT when build non-code projects so that UBT can parse all ini files. Change 3143865 on 2016/09/28 by Gil.Gribb iffy fix for the net load assert in paragon, plus a few checks and one bit of code removed that should never be hit in the EDL, but makes no sense Change 3144683 on 2016/09/29 by Graeme.Thornton Minor refactor of pak file non-filename stuff - Don't check for file existing before running through the security delegate - Default behaviour when using new IO is to reject uasset/umap/ubulk/uexp files immediately. Can be disabled by setting EXCLUDE_NONPAK_UE_EXTENSIONS to 0 in project .build.cs Change 3144745 on 2016/09/29 by Graeme.Thornton Orion non-pak file whitelisting is enabled for all cooked game only builds now, rather than just clients Change 3144780 on 2016/09/29 by Gil.Gribb use poison proxy on non-test/shipping builds Change 3144819 on 2016/09/29 by Gil.Gribb added a few asserts and added an improved fix for the net crash Change 3145414 on 2016/09/29 by Gil.Gribb fixed android assert....not sure why I need that block of code. Change 3146502 on 2016/09/30 by Robert.Manuszewski Fix for GPU hang from MarcusW Change 3146774 on 2016/09/30 by Robert.Manuszewski Fixing a crash when constantly streaming levels in and out caused by keeping references to objects (levels) that were requested to be streamed out. - Removed FAsyncObjectsReferencer. References will now be owned by FAsyncPackage - UGCObjectReferencer is now more thread safe Change 3148008 on 2016/10/01 by Gil.Gribb add additional error for attempting to create an object from a class that needs to be loaded Change 3148009 on 2016/10/01 by Gil.Gribb fix very old threading bug whereby the ASL and GT would attempt to use the same static array Change 3148222 on 2016/10/02 by Robert.Manuszewski Fix for an assert when an FGCObject is removed when purging UObjects Change 3148229 on 2016/10/02 by Gil.Gribb disable assert that was crashing paragon ps4 Change 3148409 on 2016/10/03 by Robert.Manuszewski Allow another case for removing FGCObjects while in GC. Change 3148416 on 2016/10/03 by Robert.Manuszewski Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes) Change 3149566 on 2016/10/03 by Ben.Zeigler #jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point Change 3149913 on 2016/10/04 by Gil.Gribb better broadcast Change 2889560 on 2016/03/02 by Steven.Hutton Packages for scheduled tasks. Change 2889566 on 2016/03/02 by Steven.Hutton Remaining nuget packages for hangfire, unity and scheduled tasks. Change 2980458 on 2016/05/17 by Chris.Wood Attempt to fix crash report submission problems from CRP to CR website [UE-30257] - Crashreports are sometimes missing file attachments Passing crash GUID so that website can easily check for duplicates in future Increased request timeout for AddCrash to be longer than website database timeout Logging retries for future visibility CRP v.1.1.6 Change 3047870 on 2016/07/13 by Steven.Hutton Updated CRW to entity framework with repository models. #rb none Change 3126265 on 2016/09/15 by Steve.Robb Fix for TCString::Strspn. Change 3126266 on 2016/09/15 by Steve.Robb Alternative fix for GitHub 2698: Fix one bug : Parsing command "Enable True" is invalid. #jira UE-34670 Change 3126268 on 2016/09/15 by Steve.Robb UWorld can no longer be extended by users. UHT now handles final class declarations. #jira UE-35708 Change 3126273 on 2016/09/15 by Steve.Robb A further attempt to catch uninitialized pointers supplied to the GC. #jira UE-34361 Change 3130042 on 2016/09/19 by Steve.Robb Super for USTRUCTs. Suggested here: https://udn.unrealengine.com/questions/310461/automatically-typedef-super-for-ustructs.html Change 3131861 on 2016/09/20 by Steven.Hutton Reconciling work for view engine changes #rb none Change 3131862 on 2016/09/20 by Steve.Robb Removal of THasOperatorEquals and THasOperatorNotEquals from Platform.h, which should have happened as part of CL# 3045963. Change 3131863 on 2016/09/20 by Steven.Hutton Adding packages #rb none Change 3131869 on 2016/09/20 by Steve.Robb Improved error message for enum classes with a missing base: Error: Missing base specifier for enum class 'EMyEnum' - did you mean ': uint8'? Change 3132046 on 2016/09/20 by Graeme.Thornton Fix for cvar thread access assert in FLandscapeComponentGrassData serialization function - This function can be called from the async thread so access CVarGrassDiscardDataOnLoad with GetValueOnAnyThread() rather than GetValueOnGameThread() Change 3133201 on 2016/09/20 by Ben.Zeigler Reorganize WindowsPlatformMemory and MacPlatformMemory to work like LinuxPlatformMemory where there is an enum to select the allocator, and move some of it up to GenericPlatformMemory Add command line options to select malloc at runtime for Windows and Linux, I don't know how Mac options work Improve the performance of BroadcastSlow_OnlyUseForSpecialPurposes on windows, but there are cases where it occaisionally stalls for a few seconds waiting for the flush Add MallocBinned2 as an option for mac, linux, and windows, but default to off due to some threading issues Change 3133722 on 2016/09/21 by Graeme.Thornton Cooker forces a shader compilation flush when it detects that it has passed the max memory budget Change 3133756 on 2016/09/21 by Steve.Robb Refactor of TrimPrecedingAndTrailing to avoid a call to FString::Mid with a negative count, which is now illegal. #jira UE-36163 Change 3134182 on 2016/09/21 by Steve.Robb GitHub #1986: Don't show warnings and erros in console twice with UCommandlet::LogToConsole == true #jira UE-25915 Change 3134306 on 2016/09/21 by Ben.Zeigler Fix it so FMallocBinned2::Trim skips task threads on desktop platforms, they are too slow and don't allocate much memory Enable MallocBinned2 as default binned malloc on Windows Remove the -Run command line check as it was removed from the old version as well Change 3135569 on 2016/09/22 by Graeme.Thornton Don't create material resources if we are in a build that can never render - Saves a few MB of memory Change 3135652 on 2016/09/22 by Steve.Robb New async-loading-thread-safe IsA implementation. #jira UECORE-298 Change 3135692 on 2016/09/22 by Steven.Hutton Minor bug fixes to view pages #rb none Change 3135990 on 2016/09/22 by Robert.Manuszewski Adding ENGINE_API to FStripDataFlags sp that it can be used outside of the Engine module. Change 3136020 on 2016/09/22 by Steve.Robb Display a meaningful error and shutdown if Core modules fail to load. https://udn.unrealengine.com/questions/312063/mac-unrealheadertool-failing-randomly.html Change 3136107 on 2016/09/22 by Chris.Wood Added S3 file upload to output stage of Crash Report Process (v.1.1.26) [UE-35991] - Crash Report Process to write crash files to S3 Also adds OOM alerts to CRP. Also disk space alerts changed to 5% free space and repeat once every 30 minutes instead of 10 minutes. Change 3137562 on 2016/09/23 by Steve.Robb TUniquePtr<T[]> support. Change 3138030 on 2016/09/23 by Steve.Robb Virtual UProperty functions moved out of headers into .cpp files to ease iteration. Change 3140381 on 2016/09/26 by Chris.Wood Disabled uploads via CRRs while leaving services switched on to avoid crashes in some clients. [UETOOL-1005] - Turn off CrashReportReceivers Change 3141150 on 2016/09/27 by Steve.Robb Invoke support for TFunction. Change 3141151 on 2016/09/27 by Steve.Robb UBoolProperty now supports hashing and is therefore usable as a TSet element or TMap key. FText is now prevented from being a TSet element or TMap key. UTextProperty::GetCPPTypeForwardDeclaration implementation moved to the .cpp file. #jira UE-36051 #jira UE-36053 Change 3141440 on 2016/09/27 by Chris.Wood Removed legacy queues and unnecessary duplication checks from Crash Report Process (v1.2.0) [UE-36246] - CRP scalability: Simplify CRP inputs to DataRouter/S3 only Change 3142999 on 2016/09/28 by Chris.Wood Added dedicated PS4 crash queue to Crash Report Process (v1.2.1) Change 3144831 on 2016/09/29 by Steve.Robb InternalPrecache now flags the archive as in-error so that it can be checked by a caller, rather than popping up a dialog box and asserting. #jira https://jira.it.epicgames.net/browse/OPP-6036 Change 3145184 on 2016/09/29 by Robert.Manuszewski FScopedCreateImportCounter will now always store the current linker and restore the previous one when it exits. Change 3148432 on 2016/10/03 by Robert.Manuszewski Thread safety fixes for the async log writer + made the async log writer flush its archive more often. Change 3148661 on 2016/10/03 by Graeme.Thornton Fixing merge of IsNonPakFilenameAllowed() - Removed directory search stuff... we pass everything to the delegate now anyway Change 3149669 on 2016/10/03 by Ben.Zeigler Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3149670 on 2016/10/03 by Ben.Zeigler Merge CL #3149566 from Dev-LoadTimes #jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point Change 3149835 on 2016/10/04 by Graeme.Thornton Thread safety fix for SkyLightComponent - Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled) Change 3149836 on 2016/10/04 by Graeme.Thornton Thread safety fix for ReflectionCaptureComponent - Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled) Change 3149959 on 2016/10/04 by Robert.Manuszewski Allow import packages to be missing if they're on the KnownMissingPackages list Change 3150023 on 2016/10/04 by Steven.Hutton Updating jira strings. #rb none Change 3150050 on 2016/10/04 by Steve.Robb MakeShared now returns a TSharedRef (which is implicitly convertible to TSharedPtr) rather than a TSharedPtr (which is not implicitly convertible to TSharedRef), for ease of use and because MakeShared can't return a null pointer anyway. Change 3150110 on 2016/10/04 by Robert.Manuszewski Allow UGCObjectReferencer::AddObjects to happen during BeginDestry and FinishDestroy. It's fine as long as we're not adding new objects during reachability analysis. Change 3150120 on 2016/10/04 by Gil.Gribb fix task graph/binned2 broadcast for PS4 Change 3150195 on 2016/10/04 by Robert.Manuszewski Fixing WEX crash #jira UE-36801 Change 3150212 on 2016/10/04 by Robert.Manuszewski Increasing compiler memory limit to fix CIS errors #jira UE-36795 Change 3151583 on 2016/10/05 by Robert.Manuszewski Temporarily switching to the old IsA path #jria UE-36803 Change 3151642 on 2016/10/05 by Steve.Robb Dependency fixes for GameFeedback modules. Change 3151653 on 2016/10/05 by Robert.Manuszewski Maybe fix for crash on the Mac #jira UE-36846 [CL 3152539 by Robert Manuszewski in Main branch]
2016-10-05 16:51:01 -04:00
if (Ar.IsLoading() && !GIsEditor && CVarGrassDiscardDataOnLoad.GetValueOnAnyThread())
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
//Data = FLandscapeComponentGrassData();
Data.WeightData.Empty();
Data.HeightData.Empty();
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465) #lockdown Nick.Penwarden Change 3110660 on 2016/9/1 by Andrew.Grant Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress. HLOD warning is updated every 20 secs to deal with streaing levels. Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon). #rb Michael.Noland #tests verified we see our unbuilt HLOD warning in v31 :( Change 3106649 on 2016/08/30 by Cody.Haskell #Orion - Input Axis Work #rb DanH #tests PIE Change 3106299 on 2016/08/30 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 31.2 @ CL 3105865 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3106213 on 2016/08/30 by Ben.Marsh BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file. #rb none #tests preflight Change 3105994 on 2016/08/30 by Martin.Wilson Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input) #jira UE-35289 #rb Thomas.Sarkanen #tests Tested UI in editor Change 3105331 on 2016/08/29 by Uriel.Doyon Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget. #rb marcus.wassmer #tests launched editor and played game #jira OR-25814 Change 3105143 on 2016/08/29 by Josh.Markiewicz #UE4 - added assert when histogram input parameters don't match #rb none #tests launched/ran/won game golden path #codereview dmitry.rekman, michael.noland, bart.bressler Change 3104976 on 2016/08/29 by Jon.Lietz pickup refector - fixed a big that would allow mixed replication to call a gameplay cue's added twice. - All pickups now use the pick up manager, consolidated all pick up code into the manager. - added to the XP set so we can define the CXP bounty for targets. #RB Dave.Ratti #tests Bot match, test maps, spawning coins and pickups. Change 3103480 on 2016/08/26 by Josh.Markiewicz #UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession #rb none #tests golden path matchmaking #codereview paul.moore, eric.newman Change 3103410 on 2016/08/26 by Max.Chen Movie Capture: Fix commandline burnin option. #rb none #tests Render movie with commandline -UseBurnIn=yes option. Change 3102134 on 2016/08/25 by Brian.Karis Fix for HDR output exposure. Added 1000nit output option. #rb marcus #tests agora Change 3101276 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_31 - Merging CL 3100347 (head revision of 2 files :o ) #RB:none #Tests:none [CodeReviewed]: matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3101267 on 2016/08/25 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_DUI - Integrating Media changes from 4.13 (head revision) #RB:none #Tests:none /Engine/Plugins/Media /Engine/Source/Runtime/Media /Engine/Source/Runtime/MediaAssets [CodeReviewed] matt.schembari, max.preussner #R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100378 on 2016/08/24 by John.Pollard Fix a crash that can occur when scrubbing in replays #codereview David.Ratti #tests Replays #rb DavidR This is the output: [2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage Change 3100375 on 2016/08/24 by Laurent.Delayen Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket). #rb none #codereview lina.halper #tests Tacticia's RMB Targeting Change 3100278 on 2016/08/24 by Laurent.Delayen Fix for fast path struct copy being broken for FVectors. #rb lina.halper #codereview thomas.sarkanen #tests Chains' hook, Tacticia's LaserBeam and OrientationWarping Change 3100161 on 2016/08/24 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix issue with refresh viewer command failing due to backend congestion #rb RyanG #tests Replays Change 3100114 on 2016/08/24 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3098849 #RB:none #Tests:none #CodeReview: kerrington.smith, matt.schembari #R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3100015 on 2016/08/24 by Michael.Noland Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node #jira UE-34998 #rb Aaron.McLeran [re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13] #tests Compiled and ran a golden path match with headphones on Change 3100012 on 2016/08/24 by Michael.Noland UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume #rb marc.audy [re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran] #tests Compiled and ran a golden path match with headphones on Change 3099889 on 2016/08/24 by Max.Chen Sequencer: Added command line option to enable burnin #rb none #tests Render movie from command line wtih -UseBurnIn=yes Change 3099801 on 2016/08/24 by Lina.Halper Removed unnecessary comment #rb: none #code review: Benn.Gallagher #tests: compile Change 3099787 on 2016/08/24 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #http - fix for cancelled requests that have not been started never triggering a completion delegate - fixes soft lock when handling disconnects during login OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting #rb josh.markiewicz, alex.fennell #tests none #R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3099252 on 2016/08/24 by Lina.Halper Fixed menu text #rb: none #code review: Thomas.Sarkanen #tests: open editor and create child montage and replaced the animation Change 3099251 on 2016/08/24 by Lina.Halper Deterministic cooking of skeleton - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked #jira: UE-34834 #rb: Martin.Wilson #tests: cooking orion and make sure it works Change 3098504 on 2016/08/23 by Bart.Bressler Add server time between sending packets monitoring histogram #rb dmitry.rekman #tests ran server locally and made sure analytics events were sent Change 3098494 on 2016/08/23 by Michael.Noland Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements - Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer) - Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected #tests Tested by calling while stat dumphitches was active and confirmed that the interval changed #codereview ben.salem, gil.gribb #rb none Change 3098491 on 2016/08/23 by Mieszko.Zielinski Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4 #rb Lukasz.Furman #test golden path Change 3098070 on 2016/08/23 by Lina.Halper Fix crash with UI update reconstructing - will have to come up with a better solution than this. #rb: Martin.Wilson #tests: child anim montage Change 3097914 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel Merging CL #3097879 from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/... to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/... #Analytics #OSS: Adjusted cohort selection algorithm and test cases [CodeReviewed]: Philip.Buuck #TESTS: unit tests #RB: none #R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097745 on 2016/08/23 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Megre 30.2/31 @ CL 3096895 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3097722 on 2016/08/23 by Chris.Bunner Update texture expression properties before triggering parent material recompile. #rb John.Billon #tests Editor replace references, Golden path #jira OR-27531 Change 3097694 on 2016/08/23 by Lina.Halper #Child Anim Montage - Duplicate from parent of the information it cares to get - Currently it is selective on copying what data - Modified GetAllAnimationSequencesReferred to get a partial data - Added ParentAsset/AssetMappingTable in AnimationAsset - Sequence Browser opening would also add to history - AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on #code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti #rb:Martin.Wilson #tests: creating child montage, editing, lots of UI functionality, notifies placement Change 3097513 on 2016/08/23 by Thomas.Sarkanen Non-POD structs can now be copied using the fast path We now always use CPP struct ops to perform copies when dealing with struct properties. #jira UE-34571 - Support struct member access on AnimBP fast path #rb Laurent.Delayen #tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games. Change 3096729 on 2016/08/22 by Mieszko.Zielinski Fixes to EQS scoring function preview #UE4 #rb Lukasz.Furman #test golden path Change 3096596 on 2016/08/22 by Jason.Bestimt #ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970) #RB:none #Tests:none #CodeReview: matt.schembari, max.preussner #R@BOMERGE: MAIN Change 3096550 on 2016/08/22 by Jurre.deBaare Fix for HLOD dirty clusters PIE warning message #tests Simulated Origin with built HLOD clusters, and with one dirty cluster #rb none Change 3096532 on 2016/08/22 by Mieszko.Zielinski Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4 As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized #codereview Lukasz.Furman #rb none #test golden path Change 3096455 on 2016/08/22 by Jason.Bestimt #R@BOMERGE-AUTHOR: keli.hlodversson #CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases #RB David.Nikdel #TESTS none #R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3096316 on 2016/08/22 by Sammy.James Resave to fix log warnings. BPC changes to ensure type saves. #rb #tests editor Change 3096040 on 2016/08/22 by bruce.nesbit Revised fix for landscape crash #rb GarethM #tests Game #codereview Bart.Bressler Change 3096015 on 2016/08/22 by bruce.nesbit Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server #rb none #tests game #codereview Bart.Bressler Change 3095578 on 2016/08/19 by Mieszko.Zielinski Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4 This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor #rb none #test golden path #codereview Lukasz.Furman Change 3095397 on 2016/08/19 by Lina.Halper Fix issue with crash when deleting all segment #rb: Laurent.Delayen #tests: delete segment and make sure it doesn't crash #jira: UE-34830 Change 3095060 on 2016/08/19 by Bart.Bressler Don't load ULandscapeComponent objects on dedicated servers to save memory. #tests cooked server data and played a Solo vs. AI game #rb gareth.martin #codereview james.golding Change 3095037 on 2016/08/19 by Lina.Halper Potential fix with montage trigger ensure on marker sync group #jira: OR-27685 #rb: Benn.Gallagher #code review: Martin.Wilson #tests: attack primhelilx with knock up Change 3094962 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort #RB: None #TESTS: test suite in source [CodeReviewed]: Philip.Buuck #R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094950 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #Merge #UE4 - Made FMD5 const-correct #RB: none #TEST: none #R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3094619 on 2016/08/19 by Lina.Halper #DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID. - assumed the name is all set by now #rb: Benn.Gallagher #jira : UE-34886 #tests: cooking infiltrator that showed same issue and run game. Change 3094532 on 2016/08/19 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3094498 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3093260 on 2016/08/18 by Josh.Markiewicz #UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel) - removed unnecessary cast #rb bart.bressler #codereview bart.bressler, rob.cannaday #tests launched game, some basic party testing Change 3093224 on 2016/08/18 by Josh.Markiewicz #UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games #rb paul.moore #codereview anthony.carter #tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining Change 3092597 on 2016/08/17 by Daniel.Lamb Added Ben Crocker to the rebuild lighting emails. #rb Trivial #Test none Change 3092063 on 2016/08/17 by andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb #tests none Change 3091081 on 2016/08/16 by Jurre.deBaare Fixing non-Editor build errors #fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty) #tests Build Editor + Game #rb none Change 3091009 on 2016/08/16 by Mieszko.Zielinski Added a way to configure a map to not spawn AISystem instance at all #UE4 #rb none #test golden path Change 3090932 on 2016/08/16 by Michael.Noland Vixen: Added indication to the analytics and FPS charts #rb marcus.wassmer #tests Compiled for the platform Change 3090844 on 2016/08/16 by Laurent.Delayen Replicated CL 3090734 from Fortnite. --- Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing #codereview john.abercrombie #rb none #tests golden path Change 3090832 on 2016/08/16 by Michael.Noland Windows: Fixed a whitespace issue #rb none #tests Compiled for windows Change 3090688 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Merging using ROBO://Orion/Release-Candidate->//Orion/Main #rb none #tests built #R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3090547 on 2016/08/16 by Jurre.deBaare Need a warning message similar to lighting unbuilt when HLOD cluster is not built #fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour #jira UE-34335 #rb none #codereview Michael.Noland #tests pie Agora with and without dirty HLOD clusters Change 3090285 on 2016/08/16 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3090267 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3089413 on 2016/08/15 by paul.mader Agora 2.0 assets Change 3089266 on 2016/08/15 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 #rb none #tests Convert steel to possessable in Gameplay_PS4 map. Change 3089136 on 2016/08/15 by Mieszko.Zielinski Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4 #rb Lukasz.Furman #codereview Dan.Youhon #test golden path Change 3089118 on 2016/08/15 by Mieszko.Zielinski Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4 #rb none #test golden path Change 3088976 on 2016/08/15 by Andrew.Grant Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules. Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting. Removed superflous /Os from VC debugg settings #rb none #tests verified module built with 'Never' on PS4/Win is built without optimizations. #codereview Marcus.Wassmer, Ben.Marsh Change 3088830 on 2016/08/15 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3088807 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3088597 on 2016/08/14 by Jason.Bestimt #ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG) #RB:none #Tests:none #CodeReview: andrew.grant, david.ratti, matt.schembari Change 3087827 on 2016/08/12 by Bart.Bressler Updates to skeletal mesh memory saving on dedicated server #rb lina.halper #tests Cooked server data, played a game for a while in Solo vs. AI Change 3087351 on 2016/08/12 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) #jira OR-27406 #rb RyanG #tests Replays Change 3087118 on 2016/08/12 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3086747 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3086176 on 2016/08/11 by Marcus.Wassmer Fix PS4 ShaderPipelines not matching pixel/vertex shader properly. #rb Rolando.Caloca #tests Broken PS4 content before/after Change 3085992 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Unclog R@BOMERGE #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3085911 on 2016/08/11 by Laurent.Delayen Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex #rb none #tests Orientation Warping Change 3085614 on 2016/08/11 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3085547 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3084507 on 2016/08/10 by Marcus.Wassmer Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen. #rb none #tests paragon ps4/vixen #codereview Olaf.Piesche Change 3084136 on 2016/08/10 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3083799 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083424 on 2016/08/09 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #tests Use sequence recorder to record a skeletal mesh actor #rb none Change 3083134 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani #online,store,ps4 - creating one offer entry per entitlement #rb david.nikdel, ian.fox #tests MTX purhcase on PS4 #lockdown: andrew.grant #R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3083069 on 2016/08/09 by Marcus.Wassmer Vixen scalability changes #rb Michael.Noland #tests vixen/ps4 #codereview jordan.walker Change 3083063 on 2016/08/09 by Marcus.Wassmer Most games will probably run out of memory if setup to do auto-4k. Make this a setting that's off by default. #rb Michael.Noland #codereview Luke.Thatcher, Lee.Clark #tests vixen on 4k. Change 3082778 on 2016/08/09 by Marcus.Wassmer Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087) #rb none #tests Agora on vixen. Change 3082772 on 2016/08/09 by Marcus.Wassmer Duplicate fix for detail mode reregistration (3065543) #rb none #tests Toggled detail mode, observe proper items spawning Change 3082765 on 2016/08/09 by Marcus.Wassmer Don't crash when trying to use windowed vsync on vixen #rb Michael.Noland #test ran paragon on vixen #codereview Luke.Thatcher,Lee.Clark Change 3082764 on 2016/08/09 by Marcus.Wassmer fix HLOD distance scale not working properly when components are re-registered. #rb michael.noland #codereview jurre.debarre #tests setting multiple times, setting on boot via deviceprofile Change 3082429 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-30.1 to Main (//Orion/Main) Change: 3082419 #online,store,PS4 OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen - added config option for toggling store on PS4 [OnlineSubsystemPS4] bStoreEnabled=true - can also override via title specific json values in <titleid>\title.json allow_mtx=true [CodeReviewed]: andrew.grant, phillip.buck, ian.fox #lockdown: andrew.grant #rb none #tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support) #R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3082194 on 2016/08/09 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3082105 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080984 on 2016/08/08 by Lina.Halper Issue with not being able to set static animation data via BP - artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP - also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called. #rb: Martin.Wilson #tests: Sword Beauty map Change 3080665 on 2016/08/08 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3080081 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3080565 on 2016/08/08 by Laurent.Delayen Fix for curve values during URO interpolation. Fixes flashing of materials and Twinblast's ult weapon. https://jira.ol.epicgames.net/browse/OR-27107 https://jira.ol.epicgames.net/browse/OR-24358 #rb lina.halper, martin.wilson #tests Twinblast's ult and Coil's primary. Change 3079832 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: marcus.wassmer Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline #rb none [CodeReviewed] Chris.Wood #tests checked crashcontext on PC/PS4 #lockdown Andrew.Grant #R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831 #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3079045 on 2016/08/05 by Lina.Halper Adding more log to figure out why ActivePlayers.Count becomes inconsistent. #rb: Martin.Wilson #tests: PIE with bots Change 3078944 on 2016/08/05 by Rolando.Caloca O - Update blacklisted driver #jira OR-27051 #rb Marcus.Wassmer #tests Run with AMD card Change 3078735 on 2016/08/05 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3078670 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3078122 on 2016/08/04 by Dmitry.Rekman Linux: treat abort() / SIGABRT as crash. - Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler. - Rewrote RequestExit() because it used abort() itself. - Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason. #rb Mark.Satterthwaite #codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant #review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant #tests Ran Linux server, crashed using different methods. Change 3077887 on 2016/08/04 by Dmitry.Rekman Initialize StackCount to 0 (kills valgrind warning). #rb David.Ratti #codereview David.Ratti #tests Ran Linux server. Change 3077257 on 2016/08/04 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3077193 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3077242 on 2016/08/04 by Dmitry.Rekman Linux: stop heartbeat thread before handling the crash. #rb Robert.Manuszewski #codereview Robert.Manuszewski, Andrew.Grant #tests Compiled and ran Linux server, crashed it. Change 3076676 on 2016/08/03 by Dmitry.Rekman Linux: print details about memory access (read or write). - Also print all the 16 digits of the pointer. - Read/write detection only implemented for x86_64. #rb Andrew.Grant #codereview Andrew.Grant #tests Compiled (natively) and ran Linux server. Change 3076675 on 2016/08/03 by Dmitry.Rekman Print a bit more info about the array in assert. #rb Andrew.Grant #codereview Andrew.Grant #test Compiled and ran Linux server. Change 3076010 on 2016/08/03 by Laurent.Delayen Moved OrionAnimNode_LegIK from Paragon to Engine. #codereview lina.halper #rb none #tests Grim.exe + Iggy & Scorch Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt Reimplemented 3070766 for Orion: Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #rb none #tests none Change 3075446 on 2016/08/03 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3075422 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3075394 on 2016/08/03 by HaarmPieter.Duiker Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in. #rb marcus.wassmer #tests post process color correction Change 3074314 on 2016/08/02 by Dmitry.Rekman Linux: change optimization from -O2 to -O1 (temporarily?). - The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier. - Also adds a line to UBT output during compilation to draw attention. #rb Michael.Noland #codereview Michael.Noland, Andrew.Grant, Bart.Bressler #tests Compiled and ran Linux server. Change 3073553 on 2016/08/02 by jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3073360 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) #R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3073505 on 2016/08/02 by Daniel.Lamb Added cook modification delegate stats to cooker stats. #rb Wes.Hunt #test cook paragon. Change 3072440 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries. #rb none #tests SHIPPING Change 3072259 on 2016/08/01 by Aaron.Eady PlayerController Force Feedback (Debug only); Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback. #rb Michael.Noland #tests PIE Change 3071908 on 2016/08/01 by John.Pollard Fix null reference crash #rb DavidR #tests Live game + replays Change 3071876 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #rb none #tests FN + Paragon live game + replays #codereview Andrew.Grant Change 3071875 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Finalize replay version system * No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions) * Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore. * Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions) #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071874 on 2016/08/01 by John.Pollard Merging using Dev-Networking_->_Dev-General_(Orion) Fix gameplay tags to work better with backwards compatibility in replays * We use the net field export group system in the package map to export tag names as a packed index * This will allow us to see the names of tags that no longer exists on the remote side #rb RyanG #tests Live game + replays #codereview Andrew.Grant Change 3071776 on 2016/08/01 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30.2 @ CL 3071738 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3071258 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together. - Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now. #rb none #tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues. Change 3071099 on 2016/07/30 by Aaron.McLeran OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads. #rb none #tests ran paragon with change and noticed no change in audio quality Change 3070916 on 2016/07/29 by Andrew.Grant Missed file! #rb #tests na Change 3070915 on 2016/07/29 by Andrew.Grant Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging #rb none #tests Engine QA, Orion QA smoke Change 3070576 on 2016/07/29 by Uriel.Doyon Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize. #review-3070386 @marcus.wassmer #jira OR-25941 #rb marcus.wassmer #tests Run Game on PS4, and in editor Change 3070086 on 2016/07/29 by Martin.Wilson Fixed ensure triggering during sequencer playback due to double update. #jira UE-33938 #rb Thomas.Sarkanen #tests opened affected asset and verified problem no longer occured Change 3070016 on 2016/07/29 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 30 @ CL 3069935 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3069435 on 2016/07/28 by Ian.Fox #Orion, #Mcp - Check if Price Engine is configured before attempting query #rb Sam.Zamani #tests none #codereview Sam.Zamani Change 3069381 on 2016/07/28 by Michael.Noland Animation: Demoted a check() in anim sync group code to an ensure() to unblock others #rb nick.penwarden #tests Loaded Paragon cine asset that was crashing #codereview lina.halper, martin.wilson Change 3069203 on 2016/07/28 by Dmitry.Rekman Headless client: do not draw windows. - Disables a bunch of code, including reaching into font cache to estimate width. - Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets). #rb Nick.Atamas #review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem #codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem #tests Compiled and ran Orion Linux client. Change 3069181 on 2016/07/28 by Lina.Halper Fix struct redirector for Orion anim node moving to engine #rb: Maciej.Mroz #code review:Laurent.Delayen #tests: editor loading the anim BP that caused the name conversion Change 3069092 on 2016/07/28 by Aaron.McLeran OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves - Not all active sounds have sound classes, was causing a crash #codereview marc.audy #rb zabir.hoque #tests Run game with stat soundcues and not crash Change 3068969 on 2016/07/28 by David.Ratti Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too. #rb none #tests compile Change 3068902 on 2016/07/28 by David.Ratti Code for tracking down UGameplayCueManager::GetInstancedCueActor crash. #rb none #tests compile Change 3068831 on 2016/07/28 by Aaron.McLeran OR-26417 Reverb is too loud in-game in Dev-General - Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set. #rb Jeff.Campeau #tests run a map with no reverb audio volume and reverb is not super wet Change 3068529 on 2016/07/28 by Jason.Bestimt #R@BOMERGE-AUTHOR: david.nikdel #OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config) #RB: none #TESTS: none #R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3068399 on 2016/07/28 by Andrew.Rodham Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira OR-25769 #tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly. #rb Benn.Gallagher Change 3068138 on 2016/07/28 by Marcus.Wassmer Disable mallocleak testing by default #rb none #test none Change 3068121 on 2016/07/28 by Marcus.Wassmer Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled. Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also. #rb Robert.Manuszewski #tests stack tracing / symbolication with mallocleak on windows. Change 3068119 on 2016/07/28 by Marcus.Wassmer Fix MallocLeakProxy deadlock #rb Robert.Manuszewski #tests mallocleak start/stop/dump on windows Change 3067752 on 2016/07/27 by Michael.Noland Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands - IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer - The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class. - The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered - Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code Upgrade Notes: - DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly - In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands) - HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name) - Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future) Paragon: - Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event - Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it. #rb dmitry.rekman #codereview bob.tellez, peter.knepley, andrew.grant, john.mauney #review-3067607 @Dmitry.Rekman, @Bob.Tellez #tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI Change 3067654 on 2016/07/27 by Michael.Noland FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path. #rb steve.robb #jira UE-31959 [duplicating CL# 3039827] #tests Tried moving a folder in the editor Change 3067644 on 2016/07/27 by Aaron.McLeran OR-24537 Looping audio sometimes persists in Agora Adding stopping sounds if audio component is destroyed while playing a looping sound #rb jeff.campeau #tests audio component stops looping sound if audio component is destroyed prematurely Change 3067560 on 2016/07/27 by Aaron.McLeran OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters - Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call - using xaudio2 operation sets to ensure that voice and effect params are executing in sequence - only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands - Don't call EnsureCompletion on pending async tasks on teardown #rb Jeff.Campeau #tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions Change 3067420 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge 29.2/30 @ CL 3067312 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067316 on 2016/07/27 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3065602 #RB:none #Tests:none [CodeReviewed]: matt.schembari #R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3067025 on 2016/07/27 by Michael.Noland Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes #rb none #tests Compiled Change 3067020 on 2016/07/27 by Michael.Noland Core: Various improvements to FHistogram and split it out into separate files - Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate) - Added O(1) getters for total sample counts and sum of all measurements - Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex - Added support for specifying explicit histogram bucket thresholds #rb dmitry.rekman #tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage Change 3066681 on 2016/07/27 by Frank.Gigliotti Camera anim field of view fix; * The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value. * Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees. #RB None #CodeReview Jeff.Farris #Tests Multiple camera animations in PIE Change 3066508 on 2016/07/27 by Lina.Halper Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #rb: Martin.Wilson #tests: cooked test map, run test map, PIE, saving content, loading standalone game Change 3066246 on 2016/07/27 by Jason.Bestimt #R@BOMERGE-AUTHOR: andrew.grant Fix for non-unity error #rb none #tests compiled #R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3066167 on 2016/07/27 by Benn.Gallagher Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding. #rb Ori.Cohen #tests Editor, PIE, Applying clothing to characters. Change 3065868 on 2016/07/27 by Michael.Noland Blueprints: Fixing non-editor build (missing WITH_EDITOR) #rb none #tests Compiled PS4 Change 3065749 on 2016/07/26 by Michael.Noland Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) #codereview mike.beach, marc.audy #tests Loaded and recovered a corrupted Blueprint on Cameron's machine #rb Phillip.Kavan Change 3065706 on 2016/07/26 by Josh.Markiewicz #UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons - fixed non shipping cmd line override to be correct #rb none #codereview andrew.grant, paul.moore #tests none Change 3065359 on 2016/07/26 by Rob.Cannaday Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit. Break up calls in batches of 100 ids. #jira OR-20674 #rb ian.fox #tests login to front end with PC, PS4. forced tests to simulate > 100 requests. Change 3065197 on 2016/07/26 by Bart.Bressler Change how PS4 sessions work: - We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions. - Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable - Added comments, other misc. code cleanup. #rb josh.markiewicz, sam.zamani, rob.cannaday #tests created cross play parties with multiple pc + ps4 players #jira OR-20332 Change 3065158 on 2016/07/26 by Lina.Halper Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #rb: Martin.Wilson #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3064735 on 2016/07/26 by Dmitry.Rekman Linux: added WebRTC libs. - Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc). #rb none #tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform. (Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064727 on 2016/07/26 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb none #tests Compiled and ran Linux server and Linux client. (Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064725 on 2016/07/26 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. (Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...) Change 3064572 on 2016/07/26 by Jason.Bestimt #R@BOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3064545 #RB:none #Tests:none #R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/... #R@BOMERGE-BOT: ORION (Main -> Dev-General) Change 3064523 on 2016/07/26 by Jon.Lietz Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements. #RB none #tests BP compiles and stays not dirty #codereview dave.ratti@epicgames.com [CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
Data = FLandscapeComponentGrassData();
}
return Ar;
}
//
// ALandscapeProxy grass-related functions
//
void ALandscapeProxy::TickGrass()
{
// Update foliage
static TArray<FVector> OldCameras;
if (CVarUseStreamingManagerForCameras.GetValueOnGameThread() == 0)
{
UWorld* World = GetWorld();
if (!World)
{
return;
}
if (!OldCameras.Num() && !World->ViewLocationsRenderedLastFrame.Num())
{
// no cameras, no grass update
return;
}
// there is a bug here, which often leaves us with no cameras in the editor
const TArray<FVector>& Cameras = World->ViewLocationsRenderedLastFrame.Num() ? World->ViewLocationsRenderedLastFrame : OldCameras;
if (&Cameras != &OldCameras)
{
check(IsInGameThread());
OldCameras = Cameras;
}
UpdateGrass(Cameras);
}
else
{
int32 Num = IStreamingManager::Get().GetNumViews();
if (!Num)
{
// no cameras, no grass update
return;
}
OldCameras.Reset(Num);
for (int32 Index = 0; Index < Num; Index++)
{
auto& ViewInfo = IStreamingManager::Get().GetViewInformation(Index);
OldCameras.Add(ViewInfo.ViewOrigin);
}
UpdateGrass(OldCameras);
}
}
struct FGrassBuilderBase
{
bool bHaveValidData;
float GrassDensity;
FVector DrawScale;
FVector DrawLoc;
FMatrix LandscapeToWorld;
FIntPoint SectionBase;
FIntPoint LandscapeSectionOffset;
int32 ComponentSizeQuads;
FVector Origin;
FVector Extent;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
FVector ComponentOrigin;
int32 SqrtMaxInstances;
FGrassBuilderBase(ALandscapeProxy* Landscape, ULandscapeComponent* Component, const FGrassVariety& GrassVariety, int32 SqrtSubsections = 1, int32 SubX = 0, int32 SubY = 0)
{
bHaveValidData = true;
const float DensityScale = CVarGrassDensityScale.GetValueOnAnyThread();
GrassDensity = GrassVariety.GrassDensity * DensityScale;
DrawScale = Landscape->GetRootComponent()->RelativeScale3D;
DrawLoc = Landscape->GetActorLocation();
LandscapeSectionOffset = Landscape->LandscapeSectionOffset;
SectionBase = Component->GetSectionBase();
ComponentSizeQuads = Component->ComponentSizeQuads;
Origin = FVector(DrawScale.X * float(SectionBase.X), DrawScale.Y * float(SectionBase.Y), 0.0f);
Extent = FVector(DrawScale.X * float(SectionBase.X + ComponentSizeQuads), DrawScale.Y * float(SectionBase.Y + ComponentSizeQuads), 0.0f) - Origin;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
ComponentOrigin = Origin - FVector(DrawScale.X * LandscapeSectionOffset.X, DrawScale.Y * LandscapeSectionOffset.Y, 0.0f);
SqrtMaxInstances = FMath::CeilToInt(FMath::Sqrt(FMath::Abs(Extent.X * Extent.Y * GrassDensity / 1000.0f / 1000.0f)));
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
if (SqrtMaxInstances == 0)
{
bHaveValidData = false;
}
const FRotator DrawRot = Landscape->GetActorRotation();
LandscapeToWorld = Landscape->GetRootComponent()->ComponentToWorld.ToMatrixNoScale();
if (bHaveValidData && SqrtSubsections != 1)
{
check(SqrtMaxInstances > 2 * SqrtSubsections);
SqrtMaxInstances /= SqrtSubsections;
check(SqrtMaxInstances > 0);
Extent /= float(SqrtSubsections);
Origin += Extent * FVector(float(SubX), float(SubY), 0.0f);
}
}
};
// FLandscapeComponentGrassAccess - accessor wrapper for data for one GrassType from one Component
struct FLandscapeComponentGrassAccess
{
FLandscapeComponentGrassAccess(const ULandscapeComponent* InComponent, const ULandscapeGrassType* GrassType)
: GrassData(InComponent->GrassData)
, HeightData(InComponent->GrassData->HeightData)
, WeightData(InComponent->GrassData->WeightData.Find(GrassType))
, Stride(InComponent->ComponentSizeQuads + 1)
{}
bool IsValid()
{
return WeightData && WeightData->Num() == FMath::Square(Stride) && HeightData.Num() == FMath::Square(Stride);
}
FORCEINLINE float GetHeight(int32 IdxX, int32 IdxY)
{
return LandscapeDataAccess::GetLocalHeight(HeightData[IdxX + Stride*IdxY]);
}
FORCEINLINE float GetWeight(int32 IdxX, int32 IdxY)
{
return ((float)(*WeightData)[IdxX + Stride*IdxY]) / 255.f;
}
FORCEINLINE int32 GetStride()
{
return Stride;
}
private:
TSharedRef<FLandscapeComponentGrassData, ESPMode::ThreadSafe> GrassData;
TArray<uint16>& HeightData;
TArray<uint8>* WeightData;
int32 Stride;
};
template<uint32 Base>
static FORCEINLINE float Halton(uint32 Index)
{
float Result = 0.0f;
float InvBase = 1.0f / Base;
float Fraction = InvBase;
while( Index > 0 )
{
Result += ( Index % Base ) * Fraction;
Index /= Base;
Fraction *= InvBase;
}
return Result;
}
struct FAsyncGrassBuilder : public FGrassBuilderBase
{
FLandscapeComponentGrassAccess GrassData;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
EGrassScaling Scaling;
FFloatInterval ScaleX;
FFloatInterval ScaleY;
FFloatInterval ScaleZ;
bool RandomRotation;
bool RandomScale;
bool AlignToSurface;
float PlacementJitter;
FRandomStream RandomStream;
FMatrix XForm;
FBox MeshBox;
int32 DesiredInstancesPerLeaf;
double RasterTime;
double BuildTime;
double InstanceTime;
int32 TotalInstances;
uint32 HaltonBaseIndex;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
bool UseLandscapeLightmap;
FVector2D LightmapBaseBias;
FVector2D LightmapBaseScale;
FVector2D ShadowmapBaseBias;
FVector2D ShadowmapBaseScale;
FVector2D LightMapComponentBias;
FVector2D LightMapComponentScale;
// output
FStaticMeshInstanceData InstanceBuffer;
TArray<FClusterNode> ClusterTree;
int32 OutOcclusionLayerNum;
FAsyncGrassBuilder(ALandscapeProxy* Landscape, ULandscapeComponent* Component, const ULandscapeGrassType* GrassType, const FGrassVariety& GrassVariety, UHierarchicalInstancedStaticMeshComponent* HierarchicalInstancedStaticMeshComponent, int32 SqrtSubsections, int32 SubX, int32 SubY, uint32 InHaltonBaseIndex)
: FGrassBuilderBase(Landscape, Component, GrassVariety, SqrtSubsections, SubX, SubY)
, GrassData(Component, GrassType)
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
, Scaling(GrassVariety.Scaling)
, ScaleX(GrassVariety.ScaleX)
, ScaleY(GrassVariety.ScaleY)
, ScaleZ(GrassVariety.ScaleZ)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
, RandomRotation(GrassVariety.RandomRotation)
, RandomScale(GrassVariety.ScaleX.Size() > 0 || GrassVariety.ScaleY.Size() > 0 || GrassVariety.ScaleZ.Size() > 0)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
, AlignToSurface(GrassVariety.AlignToSurface)
, PlacementJitter(GrassVariety.PlacementJitter)
, RandomStream(HierarchicalInstancedStaticMeshComponent->InstancingRandomSeed)
, XForm(LandscapeToWorld * HierarchicalInstancedStaticMeshComponent->ComponentToWorld.ToMatrixWithScale().Inverse())
, MeshBox(GrassVariety.GrassMesh->GetBounds().GetBox())
, DesiredInstancesPerLeaf(HierarchicalInstancedStaticMeshComponent->DesiredInstancesPerLeaf())
, RasterTime(0)
, BuildTime(0)
, InstanceTime(0)
, TotalInstances(0)
, HaltonBaseIndex(InHaltonBaseIndex)
, UseLandscapeLightmap(GrassVariety.bUseLandscapeLightmap)
, LightmapBaseBias(FVector2D::ZeroVector)
, LightmapBaseScale(FVector2D::UnitVector)
, ShadowmapBaseBias(FVector2D::ZeroVector)
, ShadowmapBaseScale(FVector2D::UnitVector)
, LightMapComponentBias(FVector2D::ZeroVector)
, LightMapComponentScale(FVector2D::UnitVector)
// output
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
, InstanceBuffer(/*NeedsCPUAccess*/ false, /*bSupportsVertexHalfFloat*/ GVertexElementTypeSupport.IsSupported(VET_Half2))
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
, ClusterTree()
, OutOcclusionLayerNum(0)
{
bHaveValidData = bHaveValidData && GrassData.IsValid();
check(DesiredInstancesPerLeaf > 0);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
if (UseLandscapeLightmap)
{
InitLandscapeLightmap(Component);
}
}
void InitLandscapeLightmap(ULandscapeComponent* Component)
{
const int32 SubsectionSizeQuads = Component->SubsectionSizeQuads;
const int32 NumSubsections = Component->NumSubsections;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
const int32 LandscapeComponentSizeQuads = Component->ComponentSizeQuads;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const int32 StaticLightingLOD = Component->GetLandscapeProxy()->StaticLightingLOD;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
const int32 ComponentSizeVerts = LandscapeComponentSizeQuads + 1;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const float LightMapRes = Component->StaticLightingResolution > 0.0f ? Component->StaticLightingResolution : Component->GetLandscapeProxy()->StaticLightingResolution;
const int32 LightingLOD = Component->GetLandscapeProxy()->StaticLightingLOD;
// Calculate mapping from landscape to lightmap space for mapping landscape grass to the landscape lightmap
// Copied from the calculation of FLandscapeUniformShaderParameters::LandscapeLightmapScaleBias in FLandscapeComponentSceneProxy::OnTransformChanged()
int32 PatchExpandCountX = 0;
int32 PatchExpandCountY = 0;
int32 DesiredSize = 1;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
const float LightMapRatio = ::GetTerrainExpandPatchCount(LightMapRes, PatchExpandCountX, PatchExpandCountY, LandscapeComponentSizeQuads, (NumSubsections * (SubsectionSizeQuads + 1)), DesiredSize, LightingLOD);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const float LightmapLODScaleX = LightMapRatio / ((ComponentSizeVerts >> StaticLightingLOD) + 2 * PatchExpandCountX);
const float LightmapLODScaleY = LightMapRatio / ((ComponentSizeVerts >> StaticLightingLOD) + 2 * PatchExpandCountY);
const float LightmapBiasX = PatchExpandCountX * LightmapLODScaleX;
const float LightmapBiasY = PatchExpandCountY * LightmapLODScaleY;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
const float LightmapScaleX = LightmapLODScaleX * (float)((ComponentSizeVerts >> StaticLightingLOD) - 1) / LandscapeComponentSizeQuads;
const float LightmapScaleY = LightmapLODScaleY * (float)((ComponentSizeVerts >> StaticLightingLOD) - 1) / LandscapeComponentSizeQuads;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
LightMapComponentScale = FVector2D(LightmapScaleX, LightmapScaleY) / FVector2D(DrawScale);
LightMapComponentBias = FVector2D(LightmapBiasX, LightmapBiasY);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FMeshMapBuildData* MeshMapBuildData = Component->GetMeshMapBuildData();
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 Change 3182892 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). #jira UE-38017 Change 3182767 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. #jira UE-38020 Change 3182766 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. #jira UE-38017 UE-38020 Change 3182765 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". #jira UE-38017 UE-38020 Change 3182633 on 2016/11/01 by Jack.Porter Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built #jira UE-38042 Change 3182332 on 2016/11/01 by Mieszko.Zielinski Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4 #jira UE-37588 Change 3182321 on 2016/11/01 by Dmitry.Rekman Updated READMEs for 4.14 (UE-38059). #jira UE-38059 Change 3182231 on 2016/11/01 by Mitchell.Wilson Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning. #jira UE-38079 Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX #jira UE-38091 Change 3182017 on 2016/11/01 by Chris.Babcock Disable glVertexAttribIPointer on PowerVR Rogue #jira UE-38074 #ue4 #android Change 3181942 on 2016/11/01 by Mitchell.Wilson Resolving multiple warnings in CIS for Elemental Demo. #jira UE-38075 Change 3181941 on 2016/11/01 by Nick.Shin PhysX Bulid Automation script update #jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings Change 3181939 on 2016/11/01 by Ryan.Vance #jira UE-38072 We need to add a hook that can be called after native present has finished for SteamVR. PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame. Change 3181849 on 2016/11/01 by Nick.Shin jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5 jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs the python scripts will need tweaking - they were moved from their original locations from: https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68 the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)... update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings Change 3181848 on 2016/11/01 by Nick.Shin update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924) #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181838 on 2016/11/01 by Nick.Shin new emscripten tool chain configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181611 on 2016/11/01 by Allan.Bentham Recreate vulkan swapchain after a pause/resume on android. #jira UE-36454 Change 3181451 on 2016/11/01 by Chris.Wood CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly. [UE-37794] - Send and Restart from Crash Reporter Opens Project Browser Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project. Also fixes broken SlateReflector in CRC (switched off in checked in version) #jira UE-37794 Change 3181117 on 2016/11/01 by Dmitriy.Dyomin Fixed: Text Actors not Rendering on Mobile PowerVR based devices were rendring opaque objects twice #jira UE-37949 Change 3181102 on 2016/11/01 by Jack.Porter Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) #jira UE-36050 Change 3180851 on 2016/10/31 by Daniel.Wright Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing. #jira UE-37793 Change 3180844 on 2016/10/31 by Michael.Trepka Disabled high-DPI in Mac CrashReportClient #jira UE-37697 Change 3180803 on 2016/10/31 by Michael.Trepka Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window. #jira UE-37998 Change 3180764 on 2016/10/31 by zachary.wilson Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro #jira UE-29618 Change 3180666 on 2016/10/31 by Dmitry.Rekman Fix Linux client & server hang when decoding voice chat (UE-36108). - break out of voice channel while loop if unable to serialize the voice packet data. - fixed by JoshM #jira UE-36108 Change 3180428 on 2016/10/31 by Mitchell.Wilson Rebuilt lighting in all Content Examples levels and saved to resolve warnings. #jira UE-37880 Change 3180399 on 2016/10/31 by Dmitry.Rekman Linux: revert to old commandline switch -binnedmalloc (UE-38001). #jira UE-38001 Change 3180298 on 2016/10/31 by Steve.Robb Extra information about which class has failed to have its CppStructOps initialized. #jira UE-37921 Change 3180289 on 2016/10/31 by John.Pollard Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira UE-36658 Change 3180200 on 2016/10/31 by Benjamin.Hyder Updating QA-Materials to include BuiltData #jira UE-29618 Change 3180173 on 2016/10/31 by Nick.Whiting Fixing up static analysis warning about array size in GoogleVRHMD code #jira UE-38007 Change 3180123 on 2016/10/31 by ryan.brucks #jira UE-35977 hooked up missing transform node inside of newly added function so that it works with variable rotations. Change 3180108 on 2016/10/31 by Benjamin.Hyder Updating QA-Effects map to include BuiltData #jira UE-29618 Change 3180104 on 2016/10/31 by Marc.Audy Don't recreate the render state if the component got unregistered in the interim. #jira UE-37968 Change 3180084 on 2016/10/31 by Allan.Bentham Use glVertexAttribIPointer for ES3. Enable SupportsTextureMaxLevel for ES3. ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES) Fix assert when previewing ES3.1 with PC OpenGL. #jira UE-37472 Change 3180082 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360). - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027) #jira UEPLAT-1424 Change 3180044 on 2016/10/31 by Michael.Trepka Don't create additional autorelease pool for Metal context on the game thread. #jira UE-37894 Change 3180023 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179973 on 2016/10/31 by Sam.Deiter #Jira UEDOC - 3957 #UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957 #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais Change 3179930 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179539 on 2016/10/31 by Jack.Porter Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape #jira UE-37954 Change 3179309 on 2016/10/29 by Benjamin.Hyder Re-Saving Foliage asset in Tm-DistanceFields #jira UE-29618 Change 3179308 on 2016/10/29 by Benjamin.Hyder updating AutoLOD settings for foliage example in TM-Shadermodels #jira UE-29618 Change 3179135 on 2016/10/28 by Chris.Babcock Only use alternative event flow for Daydream packaged applications #jira UE-37847 #ue4 #android Change 3178995 on 2016/10/28 by JohnHenry.Carawon Adding test content for the World Origin Rebasing feature #jira UE-29618 Change 3178994 on 2016/10/28 by Chris.Babcock Disable ARM64 Google Play Games - need new library to fix crash #jira UE-37972 #ue4 #android Change 3178955 on 2016/10/28 by Marc.Audy Don't worry about clearing from world's end of frame update frame if being GC'd #jira UE-37928 Change 3178921 on 2016/10/28 by Daniel.Wright [Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 #jira UE-37970 Change 3178919 on 2016/10/28 by Daniel.Wright [Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. #jira UE-37970 Change 3178905 on 2016/10/28 by Max.Chen Sequencer: Fix fade track instance compile #jira UE-37939 Change 3178808 on 2016/10/28 by Dmitry.Rekman Linux: fix crash on exit (UE-37536). - Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run. #jira UE-37536 (Edigrating 3175651 from Dev-Platform to Release-4.14) Change 3178707 on 2016/10/28 by Marc.Audy Fix inverted null check that caused load game from slot to fail if using a BP generated class #jira UE-37774 Change 3178664 on 2016/10/28 by Alexis.Matte Fix the fbx automation tests #jira UE-37960 Change 3178617 on 2016/10/28 by Bart.Hawthorne Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components #jira UE-37692 #tests ran QA game and tested that assert no longer fired in debug Change 3178615 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter Copy from Dev-Sequencer #jira UE-37328 #2864 Change 3178553 on 2016/10/28 by Michael.Trepka Don't wait for the main thread in FMacWindow::Show() #jira UE-37915 Change 3178526 on 2016/10/28 by Alexis.Matte Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material. #jira UE-37923 Change 3178451 on 2016/10/28 by Mitchell.Wilson Limit the max angle the cannon tower can be rotated when manually aiming. When max rotation is reached, debug line turns red to be consistent with the arrow tower. #jira UE-36512 Change 3178420 on 2016/10/28 by Lina.Halper Fix build issue #jira: UE-37911 Change 3178390 on 2016/10/28 by mason.seay Enabling follow on certain notifies to help catch issues #jira UE-29618 Change 3178325 on 2016/10/28 by Zak.Middleton #ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server. Mirror CL 3178247 and CL 3178256 in Dev-Framework. #jira UE-37902 Change 3178312 on 2016/10/28 by Max.Chen Sequencer: Fade only oin the current player context, not on all worlds. #jira UE-37939 Change 3178267 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178146 on 2016/10/28 by Lina.Halper #fix crash with thumbnail update when there is no animation, and so on. #code review: Benn.Gallagher #jira: UE-37911 Change 3178145 on 2016/10/28 by Matthew.Griffin Fixed Clean process during a Hot Reload Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved #jira UE-37616 Change 3178143 on 2016/10/28 by Mitchell.Wilson Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation. #jira UE-36269 Change 3178110 on 2016/10/28 by Mitchell.Wilson Rebuilt lighting and saved levels. #jira UE-36913 Change 3178070 on 2016/10/28 by Mitchell.Wilson Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation. #jira UE-37124 Change 3178034 on 2016/10/28 by Jon.Nabozny Add missing Super::Tick call to ATP_TopDownCharacter::Tick. #jira UE-37914 Change 3178021 on 2016/10/28 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string #jira UE-37935 Change 3177981 on 2016/10/28 by Nick.Darnell UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future. #jira UE-36861 Change 3177888 on 2016/10/28 by Matthew.Griffin Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp Change 3177881 on 2016/10/28 by Matthew.Griffin Added guards to WITH_EDITOR only static initialisation Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt Fix crash import fbx scenes if objects contain procedural textures (not supported) #jira UE-37917 Change 3177856 on 2016/10/28 by Matthew.Griffin Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings Change 3177815 on 2016/10/28 by Graeme.Thornton Non-editor build fix #jira UE-37929 Change 3177812 on 2016/10/28 by Graeme.Thornton Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core #jira UE-37810 Change 3177737 on 2016/10/28 by Guillaume.Abadie Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer. #jira UE-37927 Change 3177703 on 2016/10/28 by Phillip.Kavan [UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node. change summary: - added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name - modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup - modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added #jira UE-37852 Change 3177600 on 2016/10/27 by Chris.Babcock Pass through the intent action from splash screen #jira UE-37925 #ue4 #android Change 3177436 on 2016/10/27 by Mike.Beach Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting). #jira UE-37910 Change 3177365 on 2016/10/27 by Daniel.Wright Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled) #jira UE-37903 Change 3177236 on 2016/10/27 by Mitchell.Wilson Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices. Fixed reflection captures in the level and rebuilt lighting. #jira UE-36624 Change 3177235 on 2016/10/27 by mason.seay Vehicle Assets #jira UE-29618 Change 3177036 on 2016/10/27 by Mitchell.Wilson Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki #jira UE-37881 Change 3176996 on 2016/10/27 by mason.seay Missed node link #jira UE-29618 Change 3176993 on 2016/10/27 by mason.seay Test AnimBP for crash #jira UE-29618 Change 3176992 on 2016/10/27 by Mitchell.Wilson Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it. #jira UE-37846 Change 3176946 on 2016/10/27 by Alexis.Matte We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property. #jira UE-37705 Change 3176939 on 2016/10/27 by Alexis.Matte Check the pointer before using it #jira UE-37853 Change 3176927 on 2016/10/27 by mason.seay Rebuilt Lighting #jira UE-29618 Change 3176883 on 2016/10/27 by Steve.Robb Fix for crash when an array property changes while instancing subobjects. Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr. Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule. #fyi matt.kuhlenschmidt, alex.fennell #jira UE-37752 Change 3176811 on 2016/10/27 by Chris.Bunner Rework of previous commit to avoid potential confusion moving forward. #jira UE-37424 Change 3176783 on 2016/10/27 by Chris.Bunner Default scalability settings to Epic, not Cinematic. Duplicated default render resolution scale fix (CL 3170020). #jira UE-37424 Change 3176692 on 2016/10/27 by Mike.Beach Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning. #jira UE-37848 Change 3176635 on 2016/10/27 by mason.seay Setting up skeleton for retargeting testing #jira UE-29618 Change 3176586 on 2016/10/27 by Marcus.Wassmer Fix crash on D3D12 editor when selecting objects #jira UE-37861 Change 3176479 on 2016/10/27 by Robert.Manuszewski Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it. #jira UE-37297 #jira UE-37711 Change 3176107 on 2016/10/27 by Phillip.Kavan [UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template. change summary: - added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved). - UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names. #jira UE-37690 Change 3176105 on 2016/10/27 by Phillip.Kavan [UE-37686] Fix naming for archetype objects associated with new AddComponent nodes. change summary: - switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API. - modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName(). - modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case. #jira UE-37686 Change 3176009 on 2016/10/26 by Dmitriy.Dyomin Fixed: Editor crash on changing sub-level visbility under certain conditions #jira UE-34740 Change 3175807 on 2016/10/26 by Daniel.Wright Fixed the editor thinking a lighting build is still active after you discard the results from one #jira UE-37834 Change 3175777 on 2016/10/26 by Jon.Nabozny #jira UT-6263 Fix crash when running ServerTravel on a client Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler Change 3175695 on 2016/10/26 by Ryan.Gerleve Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true. #jira UE-37336 Change 3175628 on 2016/10/26 by Chad.Garyet Added -Build vstream from 4-14 to allow checkins from physx altered build script and json to reflect new changes #JIRA UE-37085 Change 3175612 on 2016/10/26 by Martin.Wilson Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes #jira UE-37785 Change 3175552 on 2016/10/26 by Brian.Karis Twinblast bust changes #jira UE-0 Change 3175543 on 2016/10/26 by Marc.Audy Allow audio thread on PS4 to use 7th core as opposed to being pinned to it #jira OR-30447 Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt Fixed a crash when clicking Apply when using the Brush Clip tool #jira UE-37838 Change 3175502 on 2016/10/26 by Mitchell.Wilson Enabled modulated shadows on lights in rolling template levels. #jira UE-37047 Change 3175485 on 2016/10/26 by mason.seay Test Map for virtual bones #jira UE-29618 Change 3175469 on 2016/10/26 by mason.seay Test assets for Virtual Bones testing #jira UE-29618 Change 3175428 on 2016/10/26 by Marc.Audy Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory #jira UE-37590 Change 3175414 on 2016/10/26 by Michael.Trepka Fixed mouse position calculations for secondary monitors on Mac #jira UE-37822 Change 3175382 on 2016/10/26 by Yannick.Lange VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843 - Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410 - Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214 - Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581 #jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581 Change 3175349 on 2016/10/26 by Chad.Garyet Changing physx build agents to compile workspaces instead of full ones #JIRA UE-37085 Change 3175267 on 2016/10/26 by Martin.Wilson Fix retarget crash #jira UE-37781 Change 3175205 on 2016/10/26 by Rolando.Caloca UE4.14 - Remove erroneus assert #jira UE-37584 Change 3175188 on 2016/10/26 by Chris.Babcock Fix out of spec GLSL operations (contributed by JeffRous) #jira UE-37800 #PR #2886 #ue4 #android Change 3175156 on 2016/10/26 by Mitchell.Wilson Adding missing iOS app icons to SunTemple project #jira UE-36991 Change 3175095 on 2016/10/26 by Daniel.Wright Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading #jira UE-37783 Change 3175075 on 2016/10/26 by Daniel.Wright [Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) #jira UE-36497 Change 3175050 on 2016/10/26 by Jamie.Dale FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes #jira UE-37819 Change 3175039 on 2016/10/26 by Daniel.Wright Fixed Duplication mode #jira UE-37231 Change 3174996 on 2016/10/26 by Mitchell.Wilson Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame. #jira UE-37648 Change 3174987 on 2016/10/26 by Jon.Nabozny Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances. #jira UE-37594 Change 3174803 on 2016/10/26 by Ori.Cohen Fix world origin shifting causing a crash inside physx. #JIRA UE-37745 Change 3174776 on 2016/10/26 by Allan.Bentham Work around broken depth reads on Galaxy S4. #jira UE-35481 Change 3174723 on 2016/10/26 by Robert.Manuszewski Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime. #jira UE-37617 Change 3174650 on 2016/10/26 by Matthew.Griffin Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android Change 3174644 on 2016/10/26 by Matthew.Griffin Fixing GoogleVR compile issues Change 3174352 on 2016/10/25 by Daniel.Wright Rename map build data along with the world - fixes lighting lost on map rename / save as. Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists. Save map build data packages in SaveWorld - fixes lighting being lost on save as. #jira UE-37231 Change 3174335 on 2016/10/25 by Chris.Babcock Corrected Proguard issue with Codeworks for Android 1R5 installers #jira UE-37680 #ue4 #android Change 3174318 on 2016/10/25 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 Change 3174263 on 2016/10/25 by patrickr.donovan Test content updates and additions. Lighting Channel map added to TM-VRLoader. #jira UE-29618 Change 3174120 on 2016/10/25 by Daniel.Wright UObject::PostDuplicate with DuplicateMode * Allows differentiating between being duplicated as part of a world duplication vs duplication within a level * This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component #jira UE-37231 Change 3174113 on 2016/10/25 by Daniel.Wright Fixed log spam #jira UE-37522 Change 3174010 on 2016/10/25 by Jamie.Dale Fixed several crashes in the Session Frontend when viewing profiles - SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance. - SFiltersAndPresets could crash if it was updated when no profile was selected. - SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0). - A session update message would clobber any loaded profile data, resetting to the current instance. #jira UE-37597 Change 3173982 on 2016/10/25 by mason.seay Deleting unneeded asset #jira UE-29618 Change 3173912 on 2016/10/25 by Ori.Cohen Fix divide by 0 crash when torque curve is 0 #JIRA UE-37737 Change 3173866 on 2016/10/25 by Ben.Marsh Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013. #jira UE-37678 Change 3173824 on 2016/10/25 by Ben.Marsh Fix trying to recompile UBT in Rocket builds when cleaning a build target. #jira UE-37616 Change 3173812 on 2016/10/25 by Nick.Darnell XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes. #jira UE-37757 Change 3173808 on 2016/10/25 by Ben.Marsh Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5. #jira UE-37627 Change 3173711 on 2016/10/25 by Ori.Cohen Fix linux compiler issues for physx #JIRA UE-37085, UE-37114, UE-37116 Change 3173704 on 2016/10/25 by James.Cobbett Import test assets for Alembic Conversion test #jira UE-29618 Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt Fixed Zip project not working in binary builds #jira UE-37655 Change 3173692 on 2016/10/25 by James.Cobbett Test content for Alembic Conversion options #jira UE-29618 Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt Fixed array refreshing in the details panel not functioning properly for sub-object properties #jira UE-37652 Change 3173619 on 2016/10/25 by Robert.Manuszewski Making the cooker ignore EDL ini setting in binary engine build. #jira UE-37617 Change 3173616 on 2016/10/25 by Nick.Whiting Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors #jira UE-37440, UE-37236 Change 3173606 on 2016/10/25 by Jamie.Dale Removed invalid assert We're already passed the collection to modify, so the assert isn't needed. #jira UE-37761 Change 3173604 on 2016/10/25 by Keli.Hlodversson Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching. #jira UE-37623 Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt Fixed more cases of undoing causing selections to become out of sync #jira UE-37300 Change 3173475 on 2016/10/25 by Ori.Cohen Critical 4.14 physx fixes #JIRA UE-37085, UE-37114, UE-37116 Change 3173445 on 2016/10/25 by Robert.Manuszewski Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions. #jira UE-37394 Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering #jira UE-36261 Change 3173245 on 2016/10/25 by Allan.Bentham Remove incorrect assert. #jira UE-37699, UE-37707 Change 3173232 on 2016/10/25 by Jurre.deBaare Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings #fix make sure we also pick up vector4 fields #jira UE-37656 Change 3173183 on 2016/10/25 by Matthew.Griffin Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main) Change 3173065 on 2016/10/25 by Dmitriy.Dyomin Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances #jira UE-37736 Change 3172929 on 2016/10/24 by Ryan.Vance #jira UE-37742 Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented. Change 3172915 on 2016/10/24 by Rolando.Caloca UE4.14 - Fix compile issues on CCT #jira UE-37722 Change 3172762 on 2016/10/24 by Brian.Karis #jira UE-37369 Change 3172742 on 2016/10/24 by Daniel.Lamb Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for. #jira UE-36796 #test Cook shootergame Change 3172690 on 2016/10/24 by Maciej.Mroz DynamicClass gives now, as componet-archetype, objects with non-exact name. Manually merged cl#3171563 #jira UE-37480 Change 3172663 on 2016/10/24 by Daniel.Lamb Stopped cooker from handling modification requests when they are PIE requests. #test PIE shootergame #jira UE-21572 Change 3172629 on 2016/10/24 by Mitchell.Wilson Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings. Reimported SM_GodRay_Plane to resolve PhysX warning Rebuilt lighting for the level. #jira UE-37728 Change 3172523 on 2016/10/24 by Nick.Shin update physx cmakefiles and automation build scripts for release-414 stream (as per request) #jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts Change 3172515 on 2016/10/24 by Nick.Shin remove old emsdk (1.35.0) #jira UEPLAT-1324 Update HTML5 PhysX to CMake Change 3172511 on 2016/10/24 by Mark.Satterthwaite Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3172461 on 2016/10/24 by Cody.Albert Added check for pointer validity to prevent crash in ShooterGame #jira UE-37433 Change 3172329 on 2016/10/24 by Peter.Sauerbrei fix for remote notification method misspelling #jira ue-37720 Change 3172322 on 2016/10/24 by Marc.Audy Fix unreferenced variable the brute force to unblock QA #jira UE-37718 Change 3172191 on 2016/10/24 by Mitchell.Wilson Clearing preivew meshes on some materials to resolve warnings. #jira UE-37713 Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt Fix non-editor compile error #jira UE-37695 Change 3172159 on 2016/10/24 by Dmitry.Rekman Update GitDependencies.exe (UE-37530). - Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable. #jira UE-37530 Change 3172132 on 2016/10/24 by Keith.Judge Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872 #jira UE-37038 Change 3172131 on 2016/10/24 by Keith.Judge Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform. #jira UE-36364 Change 3172106 on 2016/10/24 by Mitchell.Wilson Updated reference to a material in VehicleMenu.umap to resolve warning #jira UE-29748 Change 3172036 on 2016/10/24 by Steve.Robb TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior). #jira UE-37706 Change 3172020 on 2016/10/24 by Marc.Audy Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect #jira UE-37615 Change 3171966 on 2016/10/24 by Dmitry.Rekman Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621) #jira UE-37621 (Edigrating 3171266 from Dev-Platform to Release-4.14) Change 3171964 on 2016/10/24 by Dmitry.Rekman Linux: fix always rebuilding FixDeps (UE-37625). #jira UE-37625 (Edigrating 3153471 from Dev-Platform to Release-4.14) Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running #jira UE-37636 Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now #jira UE-37695 Change 3171928 on 2016/10/24 by Max.Chen Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277. #jira UE-37589 Change 3171924 on 2016/10/24 by James.Cobbett Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing. #jira UE-29618 Change 3171867 on 2016/10/24 by Lina.Halper - Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp - Empties override materials before setting preview mesh in animation editor #jira: UE-37610 #code review: Thomas.Sarkanen Change 3171789 on 2016/10/24 by Allan.Bentham Resolve depth on appropriate mobile devices when the view contains materials that read from the depth. #jira UE-35023 Change 3171776 on 2016/10/24 by Robert.Manuszewski Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking #jira UE-37599 Change 3171728 on 2016/10/24 by Dmitriy.Dyomin Fix origin rebasing to work with precomputed lighting data stored in separate package #jira UE-37693 Change 3171634 on 2016/10/24 by Dmitriy.Dyomin Added commenets to 3171621 #jira UE-36449 Change 3171621 on 2016/10/23 by Dmitriy.Dyomin Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled Actually disabled use of world composition with multiplayer PIE using separate processes #jira UE-36449 Change 3171424 on 2016/10/22 by Jack.Porter Remove unused exec command causing logspam #jira UE-37661 Change 3171259 on 2016/10/21 by Ryan.Vance Mobile multi-view update #jira UE-37603 Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp Made a few design concessions which allows the feature to run on Mali devices in the wild right now: Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader Change 3171165 on 2016/10/21 by Peter.Sauerbrei revert out the memory changes for platform file cache for mobile #jira UE-36835 Change 3171112 on 2016/10/21 by Matt.Barnes Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969. #jira UEQATC-2969 Change 3171111 on 2016/10/21 by Mike.Beach Mirroring CL 3171084 form Dev-BP Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin. #jira UE-37642 Change 3170980 on 2016/10/21 by patrickr.donovan Motion controller test content update - further updates to combat thumbstick noise. #jira UE-29618 Change 3170965 on 2016/10/21 by Mitchell.Wilson Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS #jira UE-37105 Change 3170905 on 2016/10/21 by Marc.Audy Fix AActor::Serialize crash if a null in the owned components array #jira UE-37641 Change 3170838 on 2016/10/21 by Ben.Woodhouse Integrate crash fix from main CL3162008 Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead. #jira UE-37216 Change 3170815 on 2016/10/21 by Jamie.Dale Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers. This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle. #jira UE-37519 Change 3170784 on 2016/10/21 by Mitchell.Wilson Changing a material in TM-Reflections level #jira UE-29618 Change 3170668 on 2016/10/21 by Mitchell.Wilson Updated defaulteditor.ini to resolve cook failure for UBlueprint. #jira UE-37648 Change 3170595 on 2016/10/21 by Chris.Wood Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter. [UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter #jira UE-37132 Change 3170395 on 2016/10/21 by Robert.Manuszewski UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled. #jira UE-37617 Change 3170367 on 2016/10/21 by Allan.Bentham Prevent overflow of bright pixels during DoF calc. #jira UE-31755 Change 3170363 on 2016/10/21 by Robert.Manuszewski Fixing crashes when cancelling async loading #jira UE-37634 Change 3170362 on 2016/10/21 by Robert.Manuszewski Fixing MallocBinned2 crashes on 32-bit platforms. #jira UE-37326 Change 3170280 on 2016/10/21 by Jack.Porter Fix for landscape not rendering in Player Collision view mode after toggling G. #jira UE-37576 Change 3170202 on 2016/10/21 by Dmitriy.Dyomin Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping #jira UE-37628 Change 3170160 on 2016/10/20 by Aaron.McLeran #jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Implementing CL 3169422 in 4.14 Change 3170029 on 2016/10/20 by Aaron.McLeran #jira UE-37004 #jira UE-37005 Fixing stat soundwaves Implementing 3154264 from Dev-Framework Change 3170024 on 2016/10/20 by Aaron.McLeran #jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Implementing the CL from Dev-Framework Change 3169869 on 2016/10/20 by Arne.Schober duplicated: CL 3169845 #jira UE-35937 Change 3169810 on 2016/10/20 by Steve.Cano Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well #ue4 #android #jira UE-22440 Change 3169635 on 2016/10/20 by Mike.Beach Mirroring CL 3169443 from Dev-BP Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14). #jira UE-37605 Change 3169618 on 2016/10/20 by Mitchell.Wilson rebuilt lighting for all levels in Content Examples #jira UE-37570 Change 3169447 on 2016/10/20 by Peter.Sauerbrei fix for double quotes causing arguments to not be sent correctly to rsync #jira UE-37018 Change 3169362 on 2016/10/20 by tim.gautier Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget #jira abc-123 Change 3169244 on 2016/10/20 by Chris.Babcock Update to new CodeWorks for Android 1R5 #jira UE-37554 #ue4 #android Change 3169240 on 2016/10/20 by Jon.Nabozny #rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior). #jira UE-37488 Change 3169155 on 2016/10/20 by Peter.Sauerbrei fix for incorrect characters in bundle id when project has underscores in the name #jira UE-36436 Change 3169127 on 2016/10/20 by Allan.Bentham Fix android vulkan compile error with dev builds #jira abc-123 Change 3169058 on 2016/10/20 by Allan.Bentham Flush command buffer during init to fix vulkan crash when rendering thread is enabled. Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms. #jira UE-36452 Change 3169049 on 2016/10/20 by Peter.Sauerbrei fix for minimum ios version in base ini file #jira UE-37034 Change 3168910 on 2016/10/20 by Jack.Porter Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown #jira UE-36944 Change 3168906 on 2016/10/20 by Dmitriy.Dyomin Fixed: Black rendering on Galaxy S4 PowerVR #jira UE-37567 Change 3168858 on 2016/10/20 by Richard.TalbotWatkin Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds. #jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322] Change 3168826 on 2016/10/20 by Richard.TalbotWatkin Duplicated from //UE4/Dev-Editor, CL 3156473 Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3168335 on 2016/10/19 by Michael.Trepka Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging. #jira UE-37418 Change 3168307 on 2016/10/19 by Rolando.Caloca UE4.14 - Integrate changes from 3051720 and 3057522 [RENDERING] [!] Revert fix in GPU skin cache (original CL 2722034) - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache. #jira UE-37545 Change 3168201 on 2016/10/19 by Peter.Sauerbrei fix for urls with queries not working correctly #jira UE-35090 Change 3168200 on 2016/10/19 by Mitchell.Wilson Re-saved multiple cloth assets to resolve building adjacency information warnings. Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation. Re-saved multiple assets to resolve empty engine version warnings. #jira UE-37537 Change 3168174 on 2016/10/19 by Alan.Noon #jira UE-37534 deleted unnecessary files from Photorealistic Character project Change 3168160 on 2016/10/19 by Arne.Schober duplicated: fixes for velocity render pass CL 3166370 CL 3166799 #jira UE-37362 Change 3168136 on 2016/10/19 by Alan.Noon #jira UE-37534 Initial add of Photorealistic Character Sample project Change 3168127 on 2016/10/19 by Peter.Sauerbrei fix for IOS_7 not being found #jira UE-37034 Change 3167886 on 2016/10/19 by patrickr.donovan #jira UE-37242 TLDR; Test content updates. Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary. Change 3167882 on 2016/10/19 by samuel.proctor Updating asset for Profiler Heatmap testing #jira UE-29618 Change 3167868 on 2016/10/19 by Dmitry.Rekman Linux: disable XGE on Windows (UE-37446). - XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes. Also fix build breakage with clang 3.8.1. - always_inline was still applied to debug builds and as such was ignored. #jira UE-37446 (Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14) Change 3167832 on 2016/10/19 by Mitchell.Wilson Reconnected 'TopMaterial' in multiple materials to resolve warnings. Rebuilt lighting and saved levels. #jira UE-37529 UE-37535 Change 3167688 on 2016/10/19 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve warnings. Rebuilt lighting and saved all levels. #jira UE-29678 UE-37526 Change 3167616 on 2016/10/19 by Marc.Audy Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. #jira UE-37517 Change 3167585 on 2016/10/19 by Jamie.Dale Re-enabled all-cultures upload to OneSky so we prime translations correctly #jira UE-37518 Change 3167579 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt Fixed realtime rendering in editor viewport being disabled when simulating in editor #jira UE-37466 Change 3167498 on 2016/10/19 by Mitchell.Wilson Re-saving multiple blueprints with nodeguid warnings. Cleared preview mesh for materials with string asset reference warnings. Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings. #jira UE-30840 Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt Fix for disappearing menus in lastest windows 10 build #jira UE-36752 Change 3167311 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #jira UE-37496 Change 3167206 on 2016/10/19 by Matthew.Griffin Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed Change 3167205 on 2016/10/19 by Matthew.Griffin Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 [CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
if (MeshMapBuildData != nullptr)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
{
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 Change 3182892 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). #jira UE-38017 Change 3182767 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. #jira UE-38020 Change 3182766 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. #jira UE-38017 UE-38020 Change 3182765 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". #jira UE-38017 UE-38020 Change 3182633 on 2016/11/01 by Jack.Porter Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built #jira UE-38042 Change 3182332 on 2016/11/01 by Mieszko.Zielinski Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4 #jira UE-37588 Change 3182321 on 2016/11/01 by Dmitry.Rekman Updated READMEs for 4.14 (UE-38059). #jira UE-38059 Change 3182231 on 2016/11/01 by Mitchell.Wilson Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning. #jira UE-38079 Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX #jira UE-38091 Change 3182017 on 2016/11/01 by Chris.Babcock Disable glVertexAttribIPointer on PowerVR Rogue #jira UE-38074 #ue4 #android Change 3181942 on 2016/11/01 by Mitchell.Wilson Resolving multiple warnings in CIS for Elemental Demo. #jira UE-38075 Change 3181941 on 2016/11/01 by Nick.Shin PhysX Bulid Automation script update #jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings Change 3181939 on 2016/11/01 by Ryan.Vance #jira UE-38072 We need to add a hook that can be called after native present has finished for SteamVR. PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame. Change 3181849 on 2016/11/01 by Nick.Shin jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5 jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs the python scripts will need tweaking - they were moved from their original locations from: https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68 the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)... update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings Change 3181848 on 2016/11/01 by Nick.Shin update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924) #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181838 on 2016/11/01 by Nick.Shin new emscripten tool chain configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181611 on 2016/11/01 by Allan.Bentham Recreate vulkan swapchain after a pause/resume on android. #jira UE-36454 Change 3181451 on 2016/11/01 by Chris.Wood CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly. [UE-37794] - Send and Restart from Crash Reporter Opens Project Browser Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project. Also fixes broken SlateReflector in CRC (switched off in checked in version) #jira UE-37794 Change 3181117 on 2016/11/01 by Dmitriy.Dyomin Fixed: Text Actors not Rendering on Mobile PowerVR based devices were rendring opaque objects twice #jira UE-37949 Change 3181102 on 2016/11/01 by Jack.Porter Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) #jira UE-36050 Change 3180851 on 2016/10/31 by Daniel.Wright Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing. #jira UE-37793 Change 3180844 on 2016/10/31 by Michael.Trepka Disabled high-DPI in Mac CrashReportClient #jira UE-37697 Change 3180803 on 2016/10/31 by Michael.Trepka Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window. #jira UE-37998 Change 3180764 on 2016/10/31 by zachary.wilson Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro #jira UE-29618 Change 3180666 on 2016/10/31 by Dmitry.Rekman Fix Linux client & server hang when decoding voice chat (UE-36108). - break out of voice channel while loop if unable to serialize the voice packet data. - fixed by JoshM #jira UE-36108 Change 3180428 on 2016/10/31 by Mitchell.Wilson Rebuilt lighting in all Content Examples levels and saved to resolve warnings. #jira UE-37880 Change 3180399 on 2016/10/31 by Dmitry.Rekman Linux: revert to old commandline switch -binnedmalloc (UE-38001). #jira UE-38001 Change 3180298 on 2016/10/31 by Steve.Robb Extra information about which class has failed to have its CppStructOps initialized. #jira UE-37921 Change 3180289 on 2016/10/31 by John.Pollard Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira UE-36658 Change 3180200 on 2016/10/31 by Benjamin.Hyder Updating QA-Materials to include BuiltData #jira UE-29618 Change 3180173 on 2016/10/31 by Nick.Whiting Fixing up static analysis warning about array size in GoogleVRHMD code #jira UE-38007 Change 3180123 on 2016/10/31 by ryan.brucks #jira UE-35977 hooked up missing transform node inside of newly added function so that it works with variable rotations. Change 3180108 on 2016/10/31 by Benjamin.Hyder Updating QA-Effects map to include BuiltData #jira UE-29618 Change 3180104 on 2016/10/31 by Marc.Audy Don't recreate the render state if the component got unregistered in the interim. #jira UE-37968 Change 3180084 on 2016/10/31 by Allan.Bentham Use glVertexAttribIPointer for ES3. Enable SupportsTextureMaxLevel for ES3. ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES) Fix assert when previewing ES3.1 with PC OpenGL. #jira UE-37472 Change 3180082 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360). - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027) #jira UEPLAT-1424 Change 3180044 on 2016/10/31 by Michael.Trepka Don't create additional autorelease pool for Metal context on the game thread. #jira UE-37894 Change 3180023 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179973 on 2016/10/31 by Sam.Deiter #Jira UEDOC - 3957 #UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957 #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais Change 3179930 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179539 on 2016/10/31 by Jack.Porter Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape #jira UE-37954 Change 3179309 on 2016/10/29 by Benjamin.Hyder Re-Saving Foliage asset in Tm-DistanceFields #jira UE-29618 Change 3179308 on 2016/10/29 by Benjamin.Hyder updating AutoLOD settings for foliage example in TM-Shadermodels #jira UE-29618 Change 3179135 on 2016/10/28 by Chris.Babcock Only use alternative event flow for Daydream packaged applications #jira UE-37847 #ue4 #android Change 3178995 on 2016/10/28 by JohnHenry.Carawon Adding test content for the World Origin Rebasing feature #jira UE-29618 Change 3178994 on 2016/10/28 by Chris.Babcock Disable ARM64 Google Play Games - need new library to fix crash #jira UE-37972 #ue4 #android Change 3178955 on 2016/10/28 by Marc.Audy Don't worry about clearing from world's end of frame update frame if being GC'd #jira UE-37928 Change 3178921 on 2016/10/28 by Daniel.Wright [Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 #jira UE-37970 Change 3178919 on 2016/10/28 by Daniel.Wright [Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. #jira UE-37970 Change 3178905 on 2016/10/28 by Max.Chen Sequencer: Fix fade track instance compile #jira UE-37939 Change 3178808 on 2016/10/28 by Dmitry.Rekman Linux: fix crash on exit (UE-37536). - Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run. #jira UE-37536 (Edigrating 3175651 from Dev-Platform to Release-4.14) Change 3178707 on 2016/10/28 by Marc.Audy Fix inverted null check that caused load game from slot to fail if using a BP generated class #jira UE-37774 Change 3178664 on 2016/10/28 by Alexis.Matte Fix the fbx automation tests #jira UE-37960 Change 3178617 on 2016/10/28 by Bart.Hawthorne Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components #jira UE-37692 #tests ran QA game and tested that assert no longer fired in debug Change 3178615 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter Copy from Dev-Sequencer #jira UE-37328 #2864 Change 3178553 on 2016/10/28 by Michael.Trepka Don't wait for the main thread in FMacWindow::Show() #jira UE-37915 Change 3178526 on 2016/10/28 by Alexis.Matte Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material. #jira UE-37923 Change 3178451 on 2016/10/28 by Mitchell.Wilson Limit the max angle the cannon tower can be rotated when manually aiming. When max rotation is reached, debug line turns red to be consistent with the arrow tower. #jira UE-36512 Change 3178420 on 2016/10/28 by Lina.Halper Fix build issue #jira: UE-37911 Change 3178390 on 2016/10/28 by mason.seay Enabling follow on certain notifies to help catch issues #jira UE-29618 Change 3178325 on 2016/10/28 by Zak.Middleton #ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server. Mirror CL 3178247 and CL 3178256 in Dev-Framework. #jira UE-37902 Change 3178312 on 2016/10/28 by Max.Chen Sequencer: Fade only oin the current player context, not on all worlds. #jira UE-37939 Change 3178267 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178146 on 2016/10/28 by Lina.Halper #fix crash with thumbnail update when there is no animation, and so on. #code review: Benn.Gallagher #jira: UE-37911 Change 3178145 on 2016/10/28 by Matthew.Griffin Fixed Clean process during a Hot Reload Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved #jira UE-37616 Change 3178143 on 2016/10/28 by Mitchell.Wilson Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation. #jira UE-36269 Change 3178110 on 2016/10/28 by Mitchell.Wilson Rebuilt lighting and saved levels. #jira UE-36913 Change 3178070 on 2016/10/28 by Mitchell.Wilson Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation. #jira UE-37124 Change 3178034 on 2016/10/28 by Jon.Nabozny Add missing Super::Tick call to ATP_TopDownCharacter::Tick. #jira UE-37914 Change 3178021 on 2016/10/28 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string #jira UE-37935 Change 3177981 on 2016/10/28 by Nick.Darnell UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future. #jira UE-36861 Change 3177888 on 2016/10/28 by Matthew.Griffin Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp Change 3177881 on 2016/10/28 by Matthew.Griffin Added guards to WITH_EDITOR only static initialisation Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt Fix crash import fbx scenes if objects contain procedural textures (not supported) #jira UE-37917 Change 3177856 on 2016/10/28 by Matthew.Griffin Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings Change 3177815 on 2016/10/28 by Graeme.Thornton Non-editor build fix #jira UE-37929 Change 3177812 on 2016/10/28 by Graeme.Thornton Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core #jira UE-37810 Change 3177737 on 2016/10/28 by Guillaume.Abadie Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer. #jira UE-37927 Change 3177703 on 2016/10/28 by Phillip.Kavan [UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node. change summary: - added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name - modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup - modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added #jira UE-37852 Change 3177600 on 2016/10/27 by Chris.Babcock Pass through the intent action from splash screen #jira UE-37925 #ue4 #android Change 3177436 on 2016/10/27 by Mike.Beach Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting). #jira UE-37910 Change 3177365 on 2016/10/27 by Daniel.Wright Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled) #jira UE-37903 Change 3177236 on 2016/10/27 by Mitchell.Wilson Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices. Fixed reflection captures in the level and rebuilt lighting. #jira UE-36624 Change 3177235 on 2016/10/27 by mason.seay Vehicle Assets #jira UE-29618 Change 3177036 on 2016/10/27 by Mitchell.Wilson Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki #jira UE-37881 Change 3176996 on 2016/10/27 by mason.seay Missed node link #jira UE-29618 Change 3176993 on 2016/10/27 by mason.seay Test AnimBP for crash #jira UE-29618 Change 3176992 on 2016/10/27 by Mitchell.Wilson Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it. #jira UE-37846 Change 3176946 on 2016/10/27 by Alexis.Matte We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property. #jira UE-37705 Change 3176939 on 2016/10/27 by Alexis.Matte Check the pointer before using it #jira UE-37853 Change 3176927 on 2016/10/27 by mason.seay Rebuilt Lighting #jira UE-29618 Change 3176883 on 2016/10/27 by Steve.Robb Fix for crash when an array property changes while instancing subobjects. Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr. Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule. #fyi matt.kuhlenschmidt, alex.fennell #jira UE-37752 Change 3176811 on 2016/10/27 by Chris.Bunner Rework of previous commit to avoid potential confusion moving forward. #jira UE-37424 Change 3176783 on 2016/10/27 by Chris.Bunner Default scalability settings to Epic, not Cinematic. Duplicated default render resolution scale fix (CL 3170020). #jira UE-37424 Change 3176692 on 2016/10/27 by Mike.Beach Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning. #jira UE-37848 Change 3176635 on 2016/10/27 by mason.seay Setting up skeleton for retargeting testing #jira UE-29618 Change 3176586 on 2016/10/27 by Marcus.Wassmer Fix crash on D3D12 editor when selecting objects #jira UE-37861 Change 3176479 on 2016/10/27 by Robert.Manuszewski Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it. #jira UE-37297 #jira UE-37711 Change 3176107 on 2016/10/27 by Phillip.Kavan [UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template. change summary: - added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved). - UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names. #jira UE-37690 Change 3176105 on 2016/10/27 by Phillip.Kavan [UE-37686] Fix naming for archetype objects associated with new AddComponent nodes. change summary: - switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API. - modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName(). - modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case. #jira UE-37686 Change 3176009 on 2016/10/26 by Dmitriy.Dyomin Fixed: Editor crash on changing sub-level visbility under certain conditions #jira UE-34740 Change 3175807 on 2016/10/26 by Daniel.Wright Fixed the editor thinking a lighting build is still active after you discard the results from one #jira UE-37834 Change 3175777 on 2016/10/26 by Jon.Nabozny #jira UT-6263 Fix crash when running ServerTravel on a client Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler Change 3175695 on 2016/10/26 by Ryan.Gerleve Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true. #jira UE-37336 Change 3175628 on 2016/10/26 by Chad.Garyet Added -Build vstream from 4-14 to allow checkins from physx altered build script and json to reflect new changes #JIRA UE-37085 Change 3175612 on 2016/10/26 by Martin.Wilson Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes #jira UE-37785 Change 3175552 on 2016/10/26 by Brian.Karis Twinblast bust changes #jira UE-0 Change 3175543 on 2016/10/26 by Marc.Audy Allow audio thread on PS4 to use 7th core as opposed to being pinned to it #jira OR-30447 Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt Fixed a crash when clicking Apply when using the Brush Clip tool #jira UE-37838 Change 3175502 on 2016/10/26 by Mitchell.Wilson Enabled modulated shadows on lights in rolling template levels. #jira UE-37047 Change 3175485 on 2016/10/26 by mason.seay Test Map for virtual bones #jira UE-29618 Change 3175469 on 2016/10/26 by mason.seay Test assets for Virtual Bones testing #jira UE-29618 Change 3175428 on 2016/10/26 by Marc.Audy Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory #jira UE-37590 Change 3175414 on 2016/10/26 by Michael.Trepka Fixed mouse position calculations for secondary monitors on Mac #jira UE-37822 Change 3175382 on 2016/10/26 by Yannick.Lange VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843 - Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410 - Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214 - Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581 #jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581 Change 3175349 on 2016/10/26 by Chad.Garyet Changing physx build agents to compile workspaces instead of full ones #JIRA UE-37085 Change 3175267 on 2016/10/26 by Martin.Wilson Fix retarget crash #jira UE-37781 Change 3175205 on 2016/10/26 by Rolando.Caloca UE4.14 - Remove erroneus assert #jira UE-37584 Change 3175188 on 2016/10/26 by Chris.Babcock Fix out of spec GLSL operations (contributed by JeffRous) #jira UE-37800 #PR #2886 #ue4 #android Change 3175156 on 2016/10/26 by Mitchell.Wilson Adding missing iOS app icons to SunTemple project #jira UE-36991 Change 3175095 on 2016/10/26 by Daniel.Wright Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading #jira UE-37783 Change 3175075 on 2016/10/26 by Daniel.Wright [Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) #jira UE-36497 Change 3175050 on 2016/10/26 by Jamie.Dale FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes #jira UE-37819 Change 3175039 on 2016/10/26 by Daniel.Wright Fixed Duplication mode #jira UE-37231 Change 3174996 on 2016/10/26 by Mitchell.Wilson Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame. #jira UE-37648 Change 3174987 on 2016/10/26 by Jon.Nabozny Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances. #jira UE-37594 Change 3174803 on 2016/10/26 by Ori.Cohen Fix world origin shifting causing a crash inside physx. #JIRA UE-37745 Change 3174776 on 2016/10/26 by Allan.Bentham Work around broken depth reads on Galaxy S4. #jira UE-35481 Change 3174723 on 2016/10/26 by Robert.Manuszewski Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime. #jira UE-37617 Change 3174650 on 2016/10/26 by Matthew.Griffin Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android Change 3174644 on 2016/10/26 by Matthew.Griffin Fixing GoogleVR compile issues Change 3174352 on 2016/10/25 by Daniel.Wright Rename map build data along with the world - fixes lighting lost on map rename / save as. Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists. Save map build data packages in SaveWorld - fixes lighting being lost on save as. #jira UE-37231 Change 3174335 on 2016/10/25 by Chris.Babcock Corrected Proguard issue with Codeworks for Android 1R5 installers #jira UE-37680 #ue4 #android Change 3174318 on 2016/10/25 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 Change 3174263 on 2016/10/25 by patrickr.donovan Test content updates and additions. Lighting Channel map added to TM-VRLoader. #jira UE-29618 Change 3174120 on 2016/10/25 by Daniel.Wright UObject::PostDuplicate with DuplicateMode * Allows differentiating between being duplicated as part of a world duplication vs duplication within a level * This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component #jira UE-37231 Change 3174113 on 2016/10/25 by Daniel.Wright Fixed log spam #jira UE-37522 Change 3174010 on 2016/10/25 by Jamie.Dale Fixed several crashes in the Session Frontend when viewing profiles - SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance. - SFiltersAndPresets could crash if it was updated when no profile was selected. - SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0). - A session update message would clobber any loaded profile data, resetting to the current instance. #jira UE-37597 Change 3173982 on 2016/10/25 by mason.seay Deleting unneeded asset #jira UE-29618 Change 3173912 on 2016/10/25 by Ori.Cohen Fix divide by 0 crash when torque curve is 0 #JIRA UE-37737 Change 3173866 on 2016/10/25 by Ben.Marsh Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013. #jira UE-37678 Change 3173824 on 2016/10/25 by Ben.Marsh Fix trying to recompile UBT in Rocket builds when cleaning a build target. #jira UE-37616 Change 3173812 on 2016/10/25 by Nick.Darnell XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes. #jira UE-37757 Change 3173808 on 2016/10/25 by Ben.Marsh Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5. #jira UE-37627 Change 3173711 on 2016/10/25 by Ori.Cohen Fix linux compiler issues for physx #JIRA UE-37085, UE-37114, UE-37116 Change 3173704 on 2016/10/25 by James.Cobbett Import test assets for Alembic Conversion test #jira UE-29618 Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt Fixed Zip project not working in binary builds #jira UE-37655 Change 3173692 on 2016/10/25 by James.Cobbett Test content for Alembic Conversion options #jira UE-29618 Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt Fixed array refreshing in the details panel not functioning properly for sub-object properties #jira UE-37652 Change 3173619 on 2016/10/25 by Robert.Manuszewski Making the cooker ignore EDL ini setting in binary engine build. #jira UE-37617 Change 3173616 on 2016/10/25 by Nick.Whiting Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors #jira UE-37440, UE-37236 Change 3173606 on 2016/10/25 by Jamie.Dale Removed invalid assert We're already passed the collection to modify, so the assert isn't needed. #jira UE-37761 Change 3173604 on 2016/10/25 by Keli.Hlodversson Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching. #jira UE-37623 Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt Fixed more cases of undoing causing selections to become out of sync #jira UE-37300 Change 3173475 on 2016/10/25 by Ori.Cohen Critical 4.14 physx fixes #JIRA UE-37085, UE-37114, UE-37116 Change 3173445 on 2016/10/25 by Robert.Manuszewski Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions. #jira UE-37394 Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering #jira UE-36261 Change 3173245 on 2016/10/25 by Allan.Bentham Remove incorrect assert. #jira UE-37699, UE-37707 Change 3173232 on 2016/10/25 by Jurre.deBaare Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings #fix make sure we also pick up vector4 fields #jira UE-37656 Change 3173183 on 2016/10/25 by Matthew.Griffin Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main) Change 3173065 on 2016/10/25 by Dmitriy.Dyomin Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances #jira UE-37736 Change 3172929 on 2016/10/24 by Ryan.Vance #jira UE-37742 Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented. Change 3172915 on 2016/10/24 by Rolando.Caloca UE4.14 - Fix compile issues on CCT #jira UE-37722 Change 3172762 on 2016/10/24 by Brian.Karis #jira UE-37369 Change 3172742 on 2016/10/24 by Daniel.Lamb Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for. #jira UE-36796 #test Cook shootergame Change 3172690 on 2016/10/24 by Maciej.Mroz DynamicClass gives now, as componet-archetype, objects with non-exact name. Manually merged cl#3171563 #jira UE-37480 Change 3172663 on 2016/10/24 by Daniel.Lamb Stopped cooker from handling modification requests when they are PIE requests. #test PIE shootergame #jira UE-21572 Change 3172629 on 2016/10/24 by Mitchell.Wilson Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings. Reimported SM_GodRay_Plane to resolve PhysX warning Rebuilt lighting for the level. #jira UE-37728 Change 3172523 on 2016/10/24 by Nick.Shin update physx cmakefiles and automation build scripts for release-414 stream (as per request) #jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts Change 3172515 on 2016/10/24 by Nick.Shin remove old emsdk (1.35.0) #jira UEPLAT-1324 Update HTML5 PhysX to CMake Change 3172511 on 2016/10/24 by Mark.Satterthwaite Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3172461 on 2016/10/24 by Cody.Albert Added check for pointer validity to prevent crash in ShooterGame #jira UE-37433 Change 3172329 on 2016/10/24 by Peter.Sauerbrei fix for remote notification method misspelling #jira ue-37720 Change 3172322 on 2016/10/24 by Marc.Audy Fix unreferenced variable the brute force to unblock QA #jira UE-37718 Change 3172191 on 2016/10/24 by Mitchell.Wilson Clearing preivew meshes on some materials to resolve warnings. #jira UE-37713 Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt Fix non-editor compile error #jira UE-37695 Change 3172159 on 2016/10/24 by Dmitry.Rekman Update GitDependencies.exe (UE-37530). - Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable. #jira UE-37530 Change 3172132 on 2016/10/24 by Keith.Judge Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872 #jira UE-37038 Change 3172131 on 2016/10/24 by Keith.Judge Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform. #jira UE-36364 Change 3172106 on 2016/10/24 by Mitchell.Wilson Updated reference to a material in VehicleMenu.umap to resolve warning #jira UE-29748 Change 3172036 on 2016/10/24 by Steve.Robb TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior). #jira UE-37706 Change 3172020 on 2016/10/24 by Marc.Audy Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect #jira UE-37615 Change 3171966 on 2016/10/24 by Dmitry.Rekman Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621) #jira UE-37621 (Edigrating 3171266 from Dev-Platform to Release-4.14) Change 3171964 on 2016/10/24 by Dmitry.Rekman Linux: fix always rebuilding FixDeps (UE-37625). #jira UE-37625 (Edigrating 3153471 from Dev-Platform to Release-4.14) Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running #jira UE-37636 Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now #jira UE-37695 Change 3171928 on 2016/10/24 by Max.Chen Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277. #jira UE-37589 Change 3171924 on 2016/10/24 by James.Cobbett Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing. #jira UE-29618 Change 3171867 on 2016/10/24 by Lina.Halper - Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp - Empties override materials before setting preview mesh in animation editor #jira: UE-37610 #code review: Thomas.Sarkanen Change 3171789 on 2016/10/24 by Allan.Bentham Resolve depth on appropriate mobile devices when the view contains materials that read from the depth. #jira UE-35023 Change 3171776 on 2016/10/24 by Robert.Manuszewski Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking #jira UE-37599 Change 3171728 on 2016/10/24 by Dmitriy.Dyomin Fix origin rebasing to work with precomputed lighting data stored in separate package #jira UE-37693 Change 3171634 on 2016/10/24 by Dmitriy.Dyomin Added commenets to 3171621 #jira UE-36449 Change 3171621 on 2016/10/23 by Dmitriy.Dyomin Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled Actually disabled use of world composition with multiplayer PIE using separate processes #jira UE-36449 Change 3171424 on 2016/10/22 by Jack.Porter Remove unused exec command causing logspam #jira UE-37661 Change 3171259 on 2016/10/21 by Ryan.Vance Mobile multi-view update #jira UE-37603 Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp Made a few design concessions which allows the feature to run on Mali devices in the wild right now: Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader Change 3171165 on 2016/10/21 by Peter.Sauerbrei revert out the memory changes for platform file cache for mobile #jira UE-36835 Change 3171112 on 2016/10/21 by Matt.Barnes Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969. #jira UEQATC-2969 Change 3171111 on 2016/10/21 by Mike.Beach Mirroring CL 3171084 form Dev-BP Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin. #jira UE-37642 Change 3170980 on 2016/10/21 by patrickr.donovan Motion controller test content update - further updates to combat thumbstick noise. #jira UE-29618 Change 3170965 on 2016/10/21 by Mitchell.Wilson Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS #jira UE-37105 Change 3170905 on 2016/10/21 by Marc.Audy Fix AActor::Serialize crash if a null in the owned components array #jira UE-37641 Change 3170838 on 2016/10/21 by Ben.Woodhouse Integrate crash fix from main CL3162008 Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead. #jira UE-37216 Change 3170815 on 2016/10/21 by Jamie.Dale Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers. This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle. #jira UE-37519 Change 3170784 on 2016/10/21 by Mitchell.Wilson Changing a material in TM-Reflections level #jira UE-29618 Change 3170668 on 2016/10/21 by Mitchell.Wilson Updated defaulteditor.ini to resolve cook failure for UBlueprint. #jira UE-37648 Change 3170595 on 2016/10/21 by Chris.Wood Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter. [UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter #jira UE-37132 Change 3170395 on 2016/10/21 by Robert.Manuszewski UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled. #jira UE-37617 Change 3170367 on 2016/10/21 by Allan.Bentham Prevent overflow of bright pixels during DoF calc. #jira UE-31755 Change 3170363 on 2016/10/21 by Robert.Manuszewski Fixing crashes when cancelling async loading #jira UE-37634 Change 3170362 on 2016/10/21 by Robert.Manuszewski Fixing MallocBinned2 crashes on 32-bit platforms. #jira UE-37326 Change 3170280 on 2016/10/21 by Jack.Porter Fix for landscape not rendering in Player Collision view mode after toggling G. #jira UE-37576 Change 3170202 on 2016/10/21 by Dmitriy.Dyomin Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping #jira UE-37628 Change 3170160 on 2016/10/20 by Aaron.McLeran #jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Implementing CL 3169422 in 4.14 Change 3170029 on 2016/10/20 by Aaron.McLeran #jira UE-37004 #jira UE-37005 Fixing stat soundwaves Implementing 3154264 from Dev-Framework Change 3170024 on 2016/10/20 by Aaron.McLeran #jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Implementing the CL from Dev-Framework Change 3169869 on 2016/10/20 by Arne.Schober duplicated: CL 3169845 #jira UE-35937 Change 3169810 on 2016/10/20 by Steve.Cano Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well #ue4 #android #jira UE-22440 Change 3169635 on 2016/10/20 by Mike.Beach Mirroring CL 3169443 from Dev-BP Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14). #jira UE-37605 Change 3169618 on 2016/10/20 by Mitchell.Wilson rebuilt lighting for all levels in Content Examples #jira UE-37570 Change 3169447 on 2016/10/20 by Peter.Sauerbrei fix for double quotes causing arguments to not be sent correctly to rsync #jira UE-37018 Change 3169362 on 2016/10/20 by tim.gautier Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget #jira abc-123 Change 3169244 on 2016/10/20 by Chris.Babcock Update to new CodeWorks for Android 1R5 #jira UE-37554 #ue4 #android Change 3169240 on 2016/10/20 by Jon.Nabozny #rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior). #jira UE-37488 Change 3169155 on 2016/10/20 by Peter.Sauerbrei fix for incorrect characters in bundle id when project has underscores in the name #jira UE-36436 Change 3169127 on 2016/10/20 by Allan.Bentham Fix android vulkan compile error with dev builds #jira abc-123 Change 3169058 on 2016/10/20 by Allan.Bentham Flush command buffer during init to fix vulkan crash when rendering thread is enabled. Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms. #jira UE-36452 Change 3169049 on 2016/10/20 by Peter.Sauerbrei fix for minimum ios version in base ini file #jira UE-37034 Change 3168910 on 2016/10/20 by Jack.Porter Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown #jira UE-36944 Change 3168906 on 2016/10/20 by Dmitriy.Dyomin Fixed: Black rendering on Galaxy S4 PowerVR #jira UE-37567 Change 3168858 on 2016/10/20 by Richard.TalbotWatkin Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds. #jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322] Change 3168826 on 2016/10/20 by Richard.TalbotWatkin Duplicated from //UE4/Dev-Editor, CL 3156473 Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3168335 on 2016/10/19 by Michael.Trepka Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging. #jira UE-37418 Change 3168307 on 2016/10/19 by Rolando.Caloca UE4.14 - Integrate changes from 3051720 and 3057522 [RENDERING] [!] Revert fix in GPU skin cache (original CL 2722034) - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache. #jira UE-37545 Change 3168201 on 2016/10/19 by Peter.Sauerbrei fix for urls with queries not working correctly #jira UE-35090 Change 3168200 on 2016/10/19 by Mitchell.Wilson Re-saved multiple cloth assets to resolve building adjacency information warnings. Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation. Re-saved multiple assets to resolve empty engine version warnings. #jira UE-37537 Change 3168174 on 2016/10/19 by Alan.Noon #jira UE-37534 deleted unnecessary files from Photorealistic Character project Change 3168160 on 2016/10/19 by Arne.Schober duplicated: fixes for velocity render pass CL 3166370 CL 3166799 #jira UE-37362 Change 3168136 on 2016/10/19 by Alan.Noon #jira UE-37534 Initial add of Photorealistic Character Sample project Change 3168127 on 2016/10/19 by Peter.Sauerbrei fix for IOS_7 not being found #jira UE-37034 Change 3167886 on 2016/10/19 by patrickr.donovan #jira UE-37242 TLDR; Test content updates. Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary. Change 3167882 on 2016/10/19 by samuel.proctor Updating asset for Profiler Heatmap testing #jira UE-29618 Change 3167868 on 2016/10/19 by Dmitry.Rekman Linux: disable XGE on Windows (UE-37446). - XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes. Also fix build breakage with clang 3.8.1. - always_inline was still applied to debug builds and as such was ignored. #jira UE-37446 (Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14) Change 3167832 on 2016/10/19 by Mitchell.Wilson Reconnected 'TopMaterial' in multiple materials to resolve warnings. Rebuilt lighting and saved levels. #jira UE-37529 UE-37535 Change 3167688 on 2016/10/19 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve warnings. Rebuilt lighting and saved all levels. #jira UE-29678 UE-37526 Change 3167616 on 2016/10/19 by Marc.Audy Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. #jira UE-37517 Change 3167585 on 2016/10/19 by Jamie.Dale Re-enabled all-cultures upload to OneSky so we prime translations correctly #jira UE-37518 Change 3167579 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt Fixed realtime rendering in editor viewport being disabled when simulating in editor #jira UE-37466 Change 3167498 on 2016/10/19 by Mitchell.Wilson Re-saving multiple blueprints with nodeguid warnings. Cleared preview mesh for materials with string asset reference warnings. Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings. #jira UE-30840 Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt Fix for disappearing menus in lastest windows 10 build #jira UE-36752 Change 3167311 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #jira UE-37496 Change 3167206 on 2016/10/19 by Matthew.Griffin Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed Change 3167205 on 2016/10/19 by Matthew.Griffin Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 [CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
if (MeshMapBuildData->LightMap.IsValid())
{
LightmapBaseBias = MeshMapBuildData->LightMap->GetLightMap2D()->GetCoordinateBias();
LightmapBaseScale = MeshMapBuildData->LightMap->GetLightMap2D()->GetCoordinateScale();
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 Change 3182892 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). #jira UE-38017 Change 3182767 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. #jira UE-38020 Change 3182766 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. #jira UE-38017 UE-38020 Change 3182765 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". #jira UE-38017 UE-38020 Change 3182633 on 2016/11/01 by Jack.Porter Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built #jira UE-38042 Change 3182332 on 2016/11/01 by Mieszko.Zielinski Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4 #jira UE-37588 Change 3182321 on 2016/11/01 by Dmitry.Rekman Updated READMEs for 4.14 (UE-38059). #jira UE-38059 Change 3182231 on 2016/11/01 by Mitchell.Wilson Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning. #jira UE-38079 Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX #jira UE-38091 Change 3182017 on 2016/11/01 by Chris.Babcock Disable glVertexAttribIPointer on PowerVR Rogue #jira UE-38074 #ue4 #android Change 3181942 on 2016/11/01 by Mitchell.Wilson Resolving multiple warnings in CIS for Elemental Demo. #jira UE-38075 Change 3181941 on 2016/11/01 by Nick.Shin PhysX Bulid Automation script update #jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings Change 3181939 on 2016/11/01 by Ryan.Vance #jira UE-38072 We need to add a hook that can be called after native present has finished for SteamVR. PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame. Change 3181849 on 2016/11/01 by Nick.Shin jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5 jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs the python scripts will need tweaking - they were moved from their original locations from: https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68 the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)... update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings Change 3181848 on 2016/11/01 by Nick.Shin update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924) #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181838 on 2016/11/01 by Nick.Shin new emscripten tool chain configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181611 on 2016/11/01 by Allan.Bentham Recreate vulkan swapchain after a pause/resume on android. #jira UE-36454 Change 3181451 on 2016/11/01 by Chris.Wood CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly. [UE-37794] - Send and Restart from Crash Reporter Opens Project Browser Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project. Also fixes broken SlateReflector in CRC (switched off in checked in version) #jira UE-37794 Change 3181117 on 2016/11/01 by Dmitriy.Dyomin Fixed: Text Actors not Rendering on Mobile PowerVR based devices were rendring opaque objects twice #jira UE-37949 Change 3181102 on 2016/11/01 by Jack.Porter Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) #jira UE-36050 Change 3180851 on 2016/10/31 by Daniel.Wright Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing. #jira UE-37793 Change 3180844 on 2016/10/31 by Michael.Trepka Disabled high-DPI in Mac CrashReportClient #jira UE-37697 Change 3180803 on 2016/10/31 by Michael.Trepka Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window. #jira UE-37998 Change 3180764 on 2016/10/31 by zachary.wilson Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro #jira UE-29618 Change 3180666 on 2016/10/31 by Dmitry.Rekman Fix Linux client & server hang when decoding voice chat (UE-36108). - break out of voice channel while loop if unable to serialize the voice packet data. - fixed by JoshM #jira UE-36108 Change 3180428 on 2016/10/31 by Mitchell.Wilson Rebuilt lighting in all Content Examples levels and saved to resolve warnings. #jira UE-37880 Change 3180399 on 2016/10/31 by Dmitry.Rekman Linux: revert to old commandline switch -binnedmalloc (UE-38001). #jira UE-38001 Change 3180298 on 2016/10/31 by Steve.Robb Extra information about which class has failed to have its CppStructOps initialized. #jira UE-37921 Change 3180289 on 2016/10/31 by John.Pollard Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira UE-36658 Change 3180200 on 2016/10/31 by Benjamin.Hyder Updating QA-Materials to include BuiltData #jira UE-29618 Change 3180173 on 2016/10/31 by Nick.Whiting Fixing up static analysis warning about array size in GoogleVRHMD code #jira UE-38007 Change 3180123 on 2016/10/31 by ryan.brucks #jira UE-35977 hooked up missing transform node inside of newly added function so that it works with variable rotations. Change 3180108 on 2016/10/31 by Benjamin.Hyder Updating QA-Effects map to include BuiltData #jira UE-29618 Change 3180104 on 2016/10/31 by Marc.Audy Don't recreate the render state if the component got unregistered in the interim. #jira UE-37968 Change 3180084 on 2016/10/31 by Allan.Bentham Use glVertexAttribIPointer for ES3. Enable SupportsTextureMaxLevel for ES3. ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES) Fix assert when previewing ES3.1 with PC OpenGL. #jira UE-37472 Change 3180082 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360). - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027) #jira UEPLAT-1424 Change 3180044 on 2016/10/31 by Michael.Trepka Don't create additional autorelease pool for Metal context on the game thread. #jira UE-37894 Change 3180023 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179973 on 2016/10/31 by Sam.Deiter #Jira UEDOC - 3957 #UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957 #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais Change 3179930 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179539 on 2016/10/31 by Jack.Porter Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape #jira UE-37954 Change 3179309 on 2016/10/29 by Benjamin.Hyder Re-Saving Foliage asset in Tm-DistanceFields #jira UE-29618 Change 3179308 on 2016/10/29 by Benjamin.Hyder updating AutoLOD settings for foliage example in TM-Shadermodels #jira UE-29618 Change 3179135 on 2016/10/28 by Chris.Babcock Only use alternative event flow for Daydream packaged applications #jira UE-37847 #ue4 #android Change 3178995 on 2016/10/28 by JohnHenry.Carawon Adding test content for the World Origin Rebasing feature #jira UE-29618 Change 3178994 on 2016/10/28 by Chris.Babcock Disable ARM64 Google Play Games - need new library to fix crash #jira UE-37972 #ue4 #android Change 3178955 on 2016/10/28 by Marc.Audy Don't worry about clearing from world's end of frame update frame if being GC'd #jira UE-37928 Change 3178921 on 2016/10/28 by Daniel.Wright [Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 #jira UE-37970 Change 3178919 on 2016/10/28 by Daniel.Wright [Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. #jira UE-37970 Change 3178905 on 2016/10/28 by Max.Chen Sequencer: Fix fade track instance compile #jira UE-37939 Change 3178808 on 2016/10/28 by Dmitry.Rekman Linux: fix crash on exit (UE-37536). - Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run. #jira UE-37536 (Edigrating 3175651 from Dev-Platform to Release-4.14) Change 3178707 on 2016/10/28 by Marc.Audy Fix inverted null check that caused load game from slot to fail if using a BP generated class #jira UE-37774 Change 3178664 on 2016/10/28 by Alexis.Matte Fix the fbx automation tests #jira UE-37960 Change 3178617 on 2016/10/28 by Bart.Hawthorne Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components #jira UE-37692 #tests ran QA game and tested that assert no longer fired in debug Change 3178615 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter Copy from Dev-Sequencer #jira UE-37328 #2864 Change 3178553 on 2016/10/28 by Michael.Trepka Don't wait for the main thread in FMacWindow::Show() #jira UE-37915 Change 3178526 on 2016/10/28 by Alexis.Matte Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material. #jira UE-37923 Change 3178451 on 2016/10/28 by Mitchell.Wilson Limit the max angle the cannon tower can be rotated when manually aiming. When max rotation is reached, debug line turns red to be consistent with the arrow tower. #jira UE-36512 Change 3178420 on 2016/10/28 by Lina.Halper Fix build issue #jira: UE-37911 Change 3178390 on 2016/10/28 by mason.seay Enabling follow on certain notifies to help catch issues #jira UE-29618 Change 3178325 on 2016/10/28 by Zak.Middleton #ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server. Mirror CL 3178247 and CL 3178256 in Dev-Framework. #jira UE-37902 Change 3178312 on 2016/10/28 by Max.Chen Sequencer: Fade only oin the current player context, not on all worlds. #jira UE-37939 Change 3178267 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178146 on 2016/10/28 by Lina.Halper #fix crash with thumbnail update when there is no animation, and so on. #code review: Benn.Gallagher #jira: UE-37911 Change 3178145 on 2016/10/28 by Matthew.Griffin Fixed Clean process during a Hot Reload Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved #jira UE-37616 Change 3178143 on 2016/10/28 by Mitchell.Wilson Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation. #jira UE-36269 Change 3178110 on 2016/10/28 by Mitchell.Wilson Rebuilt lighting and saved levels. #jira UE-36913 Change 3178070 on 2016/10/28 by Mitchell.Wilson Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation. #jira UE-37124 Change 3178034 on 2016/10/28 by Jon.Nabozny Add missing Super::Tick call to ATP_TopDownCharacter::Tick. #jira UE-37914 Change 3178021 on 2016/10/28 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string #jira UE-37935 Change 3177981 on 2016/10/28 by Nick.Darnell UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future. #jira UE-36861 Change 3177888 on 2016/10/28 by Matthew.Griffin Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp Change 3177881 on 2016/10/28 by Matthew.Griffin Added guards to WITH_EDITOR only static initialisation Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt Fix crash import fbx scenes if objects contain procedural textures (not supported) #jira UE-37917 Change 3177856 on 2016/10/28 by Matthew.Griffin Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings Change 3177815 on 2016/10/28 by Graeme.Thornton Non-editor build fix #jira UE-37929 Change 3177812 on 2016/10/28 by Graeme.Thornton Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core #jira UE-37810 Change 3177737 on 2016/10/28 by Guillaume.Abadie Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer. #jira UE-37927 Change 3177703 on 2016/10/28 by Phillip.Kavan [UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node. change summary: - added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name - modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup - modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added #jira UE-37852 Change 3177600 on 2016/10/27 by Chris.Babcock Pass through the intent action from splash screen #jira UE-37925 #ue4 #android Change 3177436 on 2016/10/27 by Mike.Beach Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting). #jira UE-37910 Change 3177365 on 2016/10/27 by Daniel.Wright Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled) #jira UE-37903 Change 3177236 on 2016/10/27 by Mitchell.Wilson Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices. Fixed reflection captures in the level and rebuilt lighting. #jira UE-36624 Change 3177235 on 2016/10/27 by mason.seay Vehicle Assets #jira UE-29618 Change 3177036 on 2016/10/27 by Mitchell.Wilson Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki #jira UE-37881 Change 3176996 on 2016/10/27 by mason.seay Missed node link #jira UE-29618 Change 3176993 on 2016/10/27 by mason.seay Test AnimBP for crash #jira UE-29618 Change 3176992 on 2016/10/27 by Mitchell.Wilson Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it. #jira UE-37846 Change 3176946 on 2016/10/27 by Alexis.Matte We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property. #jira UE-37705 Change 3176939 on 2016/10/27 by Alexis.Matte Check the pointer before using it #jira UE-37853 Change 3176927 on 2016/10/27 by mason.seay Rebuilt Lighting #jira UE-29618 Change 3176883 on 2016/10/27 by Steve.Robb Fix for crash when an array property changes while instancing subobjects. Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr. Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule. #fyi matt.kuhlenschmidt, alex.fennell #jira UE-37752 Change 3176811 on 2016/10/27 by Chris.Bunner Rework of previous commit to avoid potential confusion moving forward. #jira UE-37424 Change 3176783 on 2016/10/27 by Chris.Bunner Default scalability settings to Epic, not Cinematic. Duplicated default render resolution scale fix (CL 3170020). #jira UE-37424 Change 3176692 on 2016/10/27 by Mike.Beach Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning. #jira UE-37848 Change 3176635 on 2016/10/27 by mason.seay Setting up skeleton for retargeting testing #jira UE-29618 Change 3176586 on 2016/10/27 by Marcus.Wassmer Fix crash on D3D12 editor when selecting objects #jira UE-37861 Change 3176479 on 2016/10/27 by Robert.Manuszewski Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it. #jira UE-37297 #jira UE-37711 Change 3176107 on 2016/10/27 by Phillip.Kavan [UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template. change summary: - added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved). - UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names. #jira UE-37690 Change 3176105 on 2016/10/27 by Phillip.Kavan [UE-37686] Fix naming for archetype objects associated with new AddComponent nodes. change summary: - switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API. - modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName(). - modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case. #jira UE-37686 Change 3176009 on 2016/10/26 by Dmitriy.Dyomin Fixed: Editor crash on changing sub-level visbility under certain conditions #jira UE-34740 Change 3175807 on 2016/10/26 by Daniel.Wright Fixed the editor thinking a lighting build is still active after you discard the results from one #jira UE-37834 Change 3175777 on 2016/10/26 by Jon.Nabozny #jira UT-6263 Fix crash when running ServerTravel on a client Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler Change 3175695 on 2016/10/26 by Ryan.Gerleve Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true. #jira UE-37336 Change 3175628 on 2016/10/26 by Chad.Garyet Added -Build vstream from 4-14 to allow checkins from physx altered build script and json to reflect new changes #JIRA UE-37085 Change 3175612 on 2016/10/26 by Martin.Wilson Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes #jira UE-37785 Change 3175552 on 2016/10/26 by Brian.Karis Twinblast bust changes #jira UE-0 Change 3175543 on 2016/10/26 by Marc.Audy Allow audio thread on PS4 to use 7th core as opposed to being pinned to it #jira OR-30447 Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt Fixed a crash when clicking Apply when using the Brush Clip tool #jira UE-37838 Change 3175502 on 2016/10/26 by Mitchell.Wilson Enabled modulated shadows on lights in rolling template levels. #jira UE-37047 Change 3175485 on 2016/10/26 by mason.seay Test Map for virtual bones #jira UE-29618 Change 3175469 on 2016/10/26 by mason.seay Test assets for Virtual Bones testing #jira UE-29618 Change 3175428 on 2016/10/26 by Marc.Audy Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory #jira UE-37590 Change 3175414 on 2016/10/26 by Michael.Trepka Fixed mouse position calculations for secondary monitors on Mac #jira UE-37822 Change 3175382 on 2016/10/26 by Yannick.Lange VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843 - Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410 - Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214 - Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581 #jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581 Change 3175349 on 2016/10/26 by Chad.Garyet Changing physx build agents to compile workspaces instead of full ones #JIRA UE-37085 Change 3175267 on 2016/10/26 by Martin.Wilson Fix retarget crash #jira UE-37781 Change 3175205 on 2016/10/26 by Rolando.Caloca UE4.14 - Remove erroneus assert #jira UE-37584 Change 3175188 on 2016/10/26 by Chris.Babcock Fix out of spec GLSL operations (contributed by JeffRous) #jira UE-37800 #PR #2886 #ue4 #android Change 3175156 on 2016/10/26 by Mitchell.Wilson Adding missing iOS app icons to SunTemple project #jira UE-36991 Change 3175095 on 2016/10/26 by Daniel.Wright Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading #jira UE-37783 Change 3175075 on 2016/10/26 by Daniel.Wright [Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) #jira UE-36497 Change 3175050 on 2016/10/26 by Jamie.Dale FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes #jira UE-37819 Change 3175039 on 2016/10/26 by Daniel.Wright Fixed Duplication mode #jira UE-37231 Change 3174996 on 2016/10/26 by Mitchell.Wilson Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame. #jira UE-37648 Change 3174987 on 2016/10/26 by Jon.Nabozny Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances. #jira UE-37594 Change 3174803 on 2016/10/26 by Ori.Cohen Fix world origin shifting causing a crash inside physx. #JIRA UE-37745 Change 3174776 on 2016/10/26 by Allan.Bentham Work around broken depth reads on Galaxy S4. #jira UE-35481 Change 3174723 on 2016/10/26 by Robert.Manuszewski Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime. #jira UE-37617 Change 3174650 on 2016/10/26 by Matthew.Griffin Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android Change 3174644 on 2016/10/26 by Matthew.Griffin Fixing GoogleVR compile issues Change 3174352 on 2016/10/25 by Daniel.Wright Rename map build data along with the world - fixes lighting lost on map rename / save as. Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists. Save map build data packages in SaveWorld - fixes lighting being lost on save as. #jira UE-37231 Change 3174335 on 2016/10/25 by Chris.Babcock Corrected Proguard issue with Codeworks for Android 1R5 installers #jira UE-37680 #ue4 #android Change 3174318 on 2016/10/25 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 Change 3174263 on 2016/10/25 by patrickr.donovan Test content updates and additions. Lighting Channel map added to TM-VRLoader. #jira UE-29618 Change 3174120 on 2016/10/25 by Daniel.Wright UObject::PostDuplicate with DuplicateMode * Allows differentiating between being duplicated as part of a world duplication vs duplication within a level * This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component #jira UE-37231 Change 3174113 on 2016/10/25 by Daniel.Wright Fixed log spam #jira UE-37522 Change 3174010 on 2016/10/25 by Jamie.Dale Fixed several crashes in the Session Frontend when viewing profiles - SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance. - SFiltersAndPresets could crash if it was updated when no profile was selected. - SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0). - A session update message would clobber any loaded profile data, resetting to the current instance. #jira UE-37597 Change 3173982 on 2016/10/25 by mason.seay Deleting unneeded asset #jira UE-29618 Change 3173912 on 2016/10/25 by Ori.Cohen Fix divide by 0 crash when torque curve is 0 #JIRA UE-37737 Change 3173866 on 2016/10/25 by Ben.Marsh Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013. #jira UE-37678 Change 3173824 on 2016/10/25 by Ben.Marsh Fix trying to recompile UBT in Rocket builds when cleaning a build target. #jira UE-37616 Change 3173812 on 2016/10/25 by Nick.Darnell XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes. #jira UE-37757 Change 3173808 on 2016/10/25 by Ben.Marsh Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5. #jira UE-37627 Change 3173711 on 2016/10/25 by Ori.Cohen Fix linux compiler issues for physx #JIRA UE-37085, UE-37114, UE-37116 Change 3173704 on 2016/10/25 by James.Cobbett Import test assets for Alembic Conversion test #jira UE-29618 Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt Fixed Zip project not working in binary builds #jira UE-37655 Change 3173692 on 2016/10/25 by James.Cobbett Test content for Alembic Conversion options #jira UE-29618 Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt Fixed array refreshing in the details panel not functioning properly for sub-object properties #jira UE-37652 Change 3173619 on 2016/10/25 by Robert.Manuszewski Making the cooker ignore EDL ini setting in binary engine build. #jira UE-37617 Change 3173616 on 2016/10/25 by Nick.Whiting Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors #jira UE-37440, UE-37236 Change 3173606 on 2016/10/25 by Jamie.Dale Removed invalid assert We're already passed the collection to modify, so the assert isn't needed. #jira UE-37761 Change 3173604 on 2016/10/25 by Keli.Hlodversson Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching. #jira UE-37623 Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt Fixed more cases of undoing causing selections to become out of sync #jira UE-37300 Change 3173475 on 2016/10/25 by Ori.Cohen Critical 4.14 physx fixes #JIRA UE-37085, UE-37114, UE-37116 Change 3173445 on 2016/10/25 by Robert.Manuszewski Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions. #jira UE-37394 Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering #jira UE-36261 Change 3173245 on 2016/10/25 by Allan.Bentham Remove incorrect assert. #jira UE-37699, UE-37707 Change 3173232 on 2016/10/25 by Jurre.deBaare Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings #fix make sure we also pick up vector4 fields #jira UE-37656 Change 3173183 on 2016/10/25 by Matthew.Griffin Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main) Change 3173065 on 2016/10/25 by Dmitriy.Dyomin Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances #jira UE-37736 Change 3172929 on 2016/10/24 by Ryan.Vance #jira UE-37742 Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented. Change 3172915 on 2016/10/24 by Rolando.Caloca UE4.14 - Fix compile issues on CCT #jira UE-37722 Change 3172762 on 2016/10/24 by Brian.Karis #jira UE-37369 Change 3172742 on 2016/10/24 by Daniel.Lamb Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for. #jira UE-36796 #test Cook shootergame Change 3172690 on 2016/10/24 by Maciej.Mroz DynamicClass gives now, as componet-archetype, objects with non-exact name. Manually merged cl#3171563 #jira UE-37480 Change 3172663 on 2016/10/24 by Daniel.Lamb Stopped cooker from handling modification requests when they are PIE requests. #test PIE shootergame #jira UE-21572 Change 3172629 on 2016/10/24 by Mitchell.Wilson Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings. Reimported SM_GodRay_Plane to resolve PhysX warning Rebuilt lighting for the level. #jira UE-37728 Change 3172523 on 2016/10/24 by Nick.Shin update physx cmakefiles and automation build scripts for release-414 stream (as per request) #jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts Change 3172515 on 2016/10/24 by Nick.Shin remove old emsdk (1.35.0) #jira UEPLAT-1324 Update HTML5 PhysX to CMake Change 3172511 on 2016/10/24 by Mark.Satterthwaite Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3172461 on 2016/10/24 by Cody.Albert Added check for pointer validity to prevent crash in ShooterGame #jira UE-37433 Change 3172329 on 2016/10/24 by Peter.Sauerbrei fix for remote notification method misspelling #jira ue-37720 Change 3172322 on 2016/10/24 by Marc.Audy Fix unreferenced variable the brute force to unblock QA #jira UE-37718 Change 3172191 on 2016/10/24 by Mitchell.Wilson Clearing preivew meshes on some materials to resolve warnings. #jira UE-37713 Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt Fix non-editor compile error #jira UE-37695 Change 3172159 on 2016/10/24 by Dmitry.Rekman Update GitDependencies.exe (UE-37530). - Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable. #jira UE-37530 Change 3172132 on 2016/10/24 by Keith.Judge Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872 #jira UE-37038 Change 3172131 on 2016/10/24 by Keith.Judge Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform. #jira UE-36364 Change 3172106 on 2016/10/24 by Mitchell.Wilson Updated reference to a material in VehicleMenu.umap to resolve warning #jira UE-29748 Change 3172036 on 2016/10/24 by Steve.Robb TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior). #jira UE-37706 Change 3172020 on 2016/10/24 by Marc.Audy Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect #jira UE-37615 Change 3171966 on 2016/10/24 by Dmitry.Rekman Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621) #jira UE-37621 (Edigrating 3171266 from Dev-Platform to Release-4.14) Change 3171964 on 2016/10/24 by Dmitry.Rekman Linux: fix always rebuilding FixDeps (UE-37625). #jira UE-37625 (Edigrating 3153471 from Dev-Platform to Release-4.14) Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running #jira UE-37636 Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now #jira UE-37695 Change 3171928 on 2016/10/24 by Max.Chen Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277. #jira UE-37589 Change 3171924 on 2016/10/24 by James.Cobbett Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing. #jira UE-29618 Change 3171867 on 2016/10/24 by Lina.Halper - Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp - Empties override materials before setting preview mesh in animation editor #jira: UE-37610 #code review: Thomas.Sarkanen Change 3171789 on 2016/10/24 by Allan.Bentham Resolve depth on appropriate mobile devices when the view contains materials that read from the depth. #jira UE-35023 Change 3171776 on 2016/10/24 by Robert.Manuszewski Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking #jira UE-37599 Change 3171728 on 2016/10/24 by Dmitriy.Dyomin Fix origin rebasing to work with precomputed lighting data stored in separate package #jira UE-37693 Change 3171634 on 2016/10/24 by Dmitriy.Dyomin Added commenets to 3171621 #jira UE-36449 Change 3171621 on 2016/10/23 by Dmitriy.Dyomin Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled Actually disabled use of world composition with multiplayer PIE using separate processes #jira UE-36449 Change 3171424 on 2016/10/22 by Jack.Porter Remove unused exec command causing logspam #jira UE-37661 Change 3171259 on 2016/10/21 by Ryan.Vance Mobile multi-view update #jira UE-37603 Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp Made a few design concessions which allows the feature to run on Mali devices in the wild right now: Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader Change 3171165 on 2016/10/21 by Peter.Sauerbrei revert out the memory changes for platform file cache for mobile #jira UE-36835 Change 3171112 on 2016/10/21 by Matt.Barnes Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969. #jira UEQATC-2969 Change 3171111 on 2016/10/21 by Mike.Beach Mirroring CL 3171084 form Dev-BP Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin. #jira UE-37642 Change 3170980 on 2016/10/21 by patrickr.donovan Motion controller test content update - further updates to combat thumbstick noise. #jira UE-29618 Change 3170965 on 2016/10/21 by Mitchell.Wilson Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS #jira UE-37105 Change 3170905 on 2016/10/21 by Marc.Audy Fix AActor::Serialize crash if a null in the owned components array #jira UE-37641 Change 3170838 on 2016/10/21 by Ben.Woodhouse Integrate crash fix from main CL3162008 Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead. #jira UE-37216 Change 3170815 on 2016/10/21 by Jamie.Dale Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers. This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle. #jira UE-37519 Change 3170784 on 2016/10/21 by Mitchell.Wilson Changing a material in TM-Reflections level #jira UE-29618 Change 3170668 on 2016/10/21 by Mitchell.Wilson Updated defaulteditor.ini to resolve cook failure for UBlueprint. #jira UE-37648 Change 3170595 on 2016/10/21 by Chris.Wood Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter. [UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter #jira UE-37132 Change 3170395 on 2016/10/21 by Robert.Manuszewski UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled. #jira UE-37617 Change 3170367 on 2016/10/21 by Allan.Bentham Prevent overflow of bright pixels during DoF calc. #jira UE-31755 Change 3170363 on 2016/10/21 by Robert.Manuszewski Fixing crashes when cancelling async loading #jira UE-37634 Change 3170362 on 2016/10/21 by Robert.Manuszewski Fixing MallocBinned2 crashes on 32-bit platforms. #jira UE-37326 Change 3170280 on 2016/10/21 by Jack.Porter Fix for landscape not rendering in Player Collision view mode after toggling G. #jira UE-37576 Change 3170202 on 2016/10/21 by Dmitriy.Dyomin Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping #jira UE-37628 Change 3170160 on 2016/10/20 by Aaron.McLeran #jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Implementing CL 3169422 in 4.14 Change 3170029 on 2016/10/20 by Aaron.McLeran #jira UE-37004 #jira UE-37005 Fixing stat soundwaves Implementing 3154264 from Dev-Framework Change 3170024 on 2016/10/20 by Aaron.McLeran #jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Implementing the CL from Dev-Framework Change 3169869 on 2016/10/20 by Arne.Schober duplicated: CL 3169845 #jira UE-35937 Change 3169810 on 2016/10/20 by Steve.Cano Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well #ue4 #android #jira UE-22440 Change 3169635 on 2016/10/20 by Mike.Beach Mirroring CL 3169443 from Dev-BP Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14). #jira UE-37605 Change 3169618 on 2016/10/20 by Mitchell.Wilson rebuilt lighting for all levels in Content Examples #jira UE-37570 Change 3169447 on 2016/10/20 by Peter.Sauerbrei fix for double quotes causing arguments to not be sent correctly to rsync #jira UE-37018 Change 3169362 on 2016/10/20 by tim.gautier Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget #jira abc-123 Change 3169244 on 2016/10/20 by Chris.Babcock Update to new CodeWorks for Android 1R5 #jira UE-37554 #ue4 #android Change 3169240 on 2016/10/20 by Jon.Nabozny #rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior). #jira UE-37488 Change 3169155 on 2016/10/20 by Peter.Sauerbrei fix for incorrect characters in bundle id when project has underscores in the name #jira UE-36436 Change 3169127 on 2016/10/20 by Allan.Bentham Fix android vulkan compile error with dev builds #jira abc-123 Change 3169058 on 2016/10/20 by Allan.Bentham Flush command buffer during init to fix vulkan crash when rendering thread is enabled. Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms. #jira UE-36452 Change 3169049 on 2016/10/20 by Peter.Sauerbrei fix for minimum ios version in base ini file #jira UE-37034 Change 3168910 on 2016/10/20 by Jack.Porter Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown #jira UE-36944 Change 3168906 on 2016/10/20 by Dmitriy.Dyomin Fixed: Black rendering on Galaxy S4 PowerVR #jira UE-37567 Change 3168858 on 2016/10/20 by Richard.TalbotWatkin Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds. #jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322] Change 3168826 on 2016/10/20 by Richard.TalbotWatkin Duplicated from //UE4/Dev-Editor, CL 3156473 Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3168335 on 2016/10/19 by Michael.Trepka Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging. #jira UE-37418 Change 3168307 on 2016/10/19 by Rolando.Caloca UE4.14 - Integrate changes from 3051720 and 3057522 [RENDERING] [!] Revert fix in GPU skin cache (original CL 2722034) - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache. #jira UE-37545 Change 3168201 on 2016/10/19 by Peter.Sauerbrei fix for urls with queries not working correctly #jira UE-35090 Change 3168200 on 2016/10/19 by Mitchell.Wilson Re-saved multiple cloth assets to resolve building adjacency information warnings. Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation. Re-saved multiple assets to resolve empty engine version warnings. #jira UE-37537 Change 3168174 on 2016/10/19 by Alan.Noon #jira UE-37534 deleted unnecessary files from Photorealistic Character project Change 3168160 on 2016/10/19 by Arne.Schober duplicated: fixes for velocity render pass CL 3166370 CL 3166799 #jira UE-37362 Change 3168136 on 2016/10/19 by Alan.Noon #jira UE-37534 Initial add of Photorealistic Character Sample project Change 3168127 on 2016/10/19 by Peter.Sauerbrei fix for IOS_7 not being found #jira UE-37034 Change 3167886 on 2016/10/19 by patrickr.donovan #jira UE-37242 TLDR; Test content updates. Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary. Change 3167882 on 2016/10/19 by samuel.proctor Updating asset for Profiler Heatmap testing #jira UE-29618 Change 3167868 on 2016/10/19 by Dmitry.Rekman Linux: disable XGE on Windows (UE-37446). - XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes. Also fix build breakage with clang 3.8.1. - always_inline was still applied to debug builds and as such was ignored. #jira UE-37446 (Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14) Change 3167832 on 2016/10/19 by Mitchell.Wilson Reconnected 'TopMaterial' in multiple materials to resolve warnings. Rebuilt lighting and saved levels. #jira UE-37529 UE-37535 Change 3167688 on 2016/10/19 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve warnings. Rebuilt lighting and saved all levels. #jira UE-29678 UE-37526 Change 3167616 on 2016/10/19 by Marc.Audy Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. #jira UE-37517 Change 3167585 on 2016/10/19 by Jamie.Dale Re-enabled all-cultures upload to OneSky so we prime translations correctly #jira UE-37518 Change 3167579 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt Fixed realtime rendering in editor viewport being disabled when simulating in editor #jira UE-37466 Change 3167498 on 2016/10/19 by Mitchell.Wilson Re-saving multiple blueprints with nodeguid warnings. Cleared preview mesh for materials with string asset reference warnings. Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings. #jira UE-30840 Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt Fix for disappearing menus in lastest windows 10 build #jira UE-36752 Change 3167311 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #jira UE-37496 Change 3167206 on 2016/10/19 by Matthew.Griffin Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed Change 3167205 on 2016/10/19 by Matthew.Griffin Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 [CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
if (MeshMapBuildData->ShadowMap.IsValid())
{
ShadowmapBaseBias = MeshMapBuildData->ShadowMap->GetShadowMap2D()->GetCoordinateBias();
ShadowmapBaseScale = MeshMapBuildData->ShadowMap->GetShadowMap2D()->GetCoordinateScale();
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
}
}
void SetInstance(int32 InstanceIndex, const FMatrix& InXForm, float RandomFraction)
{
if (UseLandscapeLightmap)
{
float InstanceX = InXForm.M[3][0];
float InstanceY = InXForm.M[3][1];
FVector2D NormalizedGrassCoordinate;
NormalizedGrassCoordinate.X = (InstanceX - ComponentOrigin.X) * LightMapComponentScale.X + LightMapComponentBias.X;
NormalizedGrassCoordinate.Y = (InstanceY - ComponentOrigin.Y) * LightMapComponentScale.Y + LightMapComponentBias.Y;
FVector2D LightMapCoordinate = NormalizedGrassCoordinate * LightmapBaseScale + LightmapBaseBias;
FVector2D ShadowMapCoordinate = NormalizedGrassCoordinate * ShadowmapBaseScale + ShadowmapBaseBias;
InstanceBuffer.SetInstance(InstanceIndex, InXForm, RandomStream.GetFraction(), LightMapCoordinate, ShadowMapCoordinate);
}
else
{
InstanceBuffer.SetInstance(InstanceIndex, InXForm, RandomStream.GetFraction());
}
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
FVector GetRandomScale() const
{
FVector Result(1.0f);
switch (Scaling)
{
case EGrassScaling::Uniform:
Result.X = ScaleX.Interpolate(RandomStream.GetFraction());
Result.Y = Result.X;
Result.Z = Result.X;
break;
case EGrassScaling::Free:
Result.X = ScaleX.Interpolate(RandomStream.GetFraction());
Result.Y = ScaleY.Interpolate(RandomStream.GetFraction());
Result.Z = ScaleZ.Interpolate(RandomStream.GetFraction());
break;
case EGrassScaling::LockXY:
Result.X = ScaleX.Interpolate(RandomStream.GetFraction());
Result.Y = Result.X;
Result.Z = ScaleZ.Interpolate(RandomStream.GetFraction());
break;
default:
check(0);
}
return Result;
}
void Build()
{
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassAsyncBuildTime);
check(bHaveValidData);
RasterTime -= FPlatformTime::Seconds();
float Div = 1.0f / float(SqrtMaxInstances);
TArray<FMatrix> InstanceTransforms;
if (HaltonBaseIndex)
{
if (Extent.X < 0)
{
Origin.X += Extent.X;
Extent.X *= -1.0f;
}
if (Extent.Y < 0)
{
Origin.Y += Extent.Y;
Extent.Y *= -1.0f;
}
int32 MaxNum = SqrtMaxInstances * SqrtMaxInstances;
InstanceTransforms.Reserve(MaxNum);
FVector DivExtent(Extent * Div);
for (int32 InstanceIndex = 0; InstanceIndex < MaxNum; InstanceIndex++)
{
float HaltonX = Halton<2>(InstanceIndex + HaltonBaseIndex);
float HaltonY = Halton<3>(InstanceIndex + HaltonBaseIndex);
FVector Location(Origin.X + HaltonX * Extent.X, Origin.Y + HaltonY * Extent.Y, 0.0f);
FVector LocationWithHeight;
float Weight = GetLayerWeightAtLocationLocal(Location, &LocationWithHeight);
bool bKeep = Weight > 0.0f && Weight >= RandomStream.GetFraction();
if (bKeep)
{
const FVector Scale = RandomScale ? GetRandomScale() : FVector(1);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
const float Rot = RandomRotation ? RandomStream.GetFraction() * 360.0f : 0.0f;
const FMatrix BaseXForm = FScaleRotationTranslationMatrix(Scale, FRotator(0.0f, Rot, 0.0f), FVector::ZeroVector);
FMatrix OutXForm;
if (AlignToSurface)
{
FVector LocationWithHeightDX;
FVector LocationDX(Location);
LocationDX.X = FMath::Clamp<float>(LocationDX.X + (HaltonX < 0.5f ? DivExtent.X : -DivExtent.X), Origin.X, Origin.X + Extent.X);
GetLayerWeightAtLocationLocal(LocationDX, &LocationWithHeightDX, false);
FVector LocationWithHeightDY;
FVector LocationDY(Location);
LocationDY.Y = FMath::Clamp<float>(LocationDX.Y + (HaltonY < 0.5f ? DivExtent.Y : -DivExtent.Y), Origin.Y, Origin.Y + Extent.Y);
GetLayerWeightAtLocationLocal(LocationDY, &LocationWithHeightDY, false);
if (LocationWithHeight != LocationWithHeightDX && LocationWithHeight != LocationWithHeightDY)
{
FVector NewZ = ((LocationWithHeight - LocationWithHeightDX) ^ (LocationWithHeight - LocationWithHeightDY)).GetSafeNormal();
NewZ *= FMath::Sign(NewZ.Z);
const FVector NewX = (FVector(0, -1, 0) ^ NewZ).GetSafeNormal();
const FVector NewY = NewZ ^ NewX;
FMatrix Align = FMatrix(NewX, NewY, NewZ, FVector::ZeroVector);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
OutXForm = (BaseXForm * Align).ConcatTranslation(LocationWithHeight) * XForm;
}
else
{
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
OutXForm = BaseXForm.ConcatTranslation(LocationWithHeight) * XForm;
}
}
else
{
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
OutXForm = BaseXForm.ConcatTranslation(LocationWithHeight) * XForm;
}
InstanceTransforms.Add(OutXForm);
}
}
if (InstanceTransforms.Num())
{
TotalInstances += InstanceTransforms.Num();
InstanceBuffer.AllocateInstances(InstanceTransforms.Num());
for (int32 InstanceIndex = 0; InstanceIndex < InstanceTransforms.Num(); InstanceIndex++)
{
const FMatrix& OutXForm = InstanceTransforms[InstanceIndex];
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
SetInstance(InstanceIndex, OutXForm, RandomStream.GetFraction());
}
}
}
else
{
int32 NumKept = 0;
float MaxJitter1D = FMath::Clamp<float>(PlacementJitter, 0.0f, .99f) * Div * .5f;
FVector MaxJitter(MaxJitter1D, MaxJitter1D, 0.0f);
MaxJitter *= Extent;
Origin += Extent * (Div * 0.5f);
struct FInstanceLocal
{
FVector Pos;
bool bKeep;
};
TArray<FInstanceLocal> Instances;
Instances.AddUninitialized(SqrtMaxInstances * SqrtMaxInstances);
{
int32 InstanceIndex = 0;
for (int32 xStart = 0; xStart < SqrtMaxInstances; xStart++)
{
for (int32 yStart = 0; yStart < SqrtMaxInstances; yStart++)
{
FVector Location(Origin.X + float(xStart) * Div * Extent.X, Origin.Y + float(yStart) * Div * Extent.Y, 0.0f);
Location += FVector(RandomStream.GetFraction() * 2.0f - 1.0f, RandomStream.GetFraction() * 2.0f - 1.0f, 0.0f) * MaxJitter;
FInstanceLocal& Instance = Instances[InstanceIndex];
float Weight = GetLayerWeightAtLocationLocal(Location, &Instance.Pos);
Instance.bKeep = Weight > 0.0f && Weight >= RandomStream.GetFraction();
if (Instance.bKeep)
{
NumKept++;
}
InstanceIndex++;
}
}
}
if (NumKept)
{
InstanceTransforms.AddUninitialized(NumKept);
TotalInstances += NumKept;
{
InstanceBuffer.AllocateInstances(NumKept);
int32 InstanceIndex = 0;
int32 OutInstanceIndex = 0;
for (int32 xStart = 0; xStart < SqrtMaxInstances; xStart++)
{
for (int32 yStart = 0; yStart < SqrtMaxInstances; yStart++)
{
const FInstanceLocal& Instance = Instances[InstanceIndex];
if (Instance.bKeep)
{
const FVector Scale = RandomScale ? GetRandomScale() : FVector(1);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
const float Rot = RandomRotation ? RandomStream.GetFraction() * 360.0f : 0.0f;
const FMatrix BaseXForm = FScaleRotationTranslationMatrix(Scale, FRotator(0.0f, Rot, 0.0f), FVector::ZeroVector);
FMatrix OutXForm;
if (AlignToSurface)
{
FVector PosX1 = xStart ? Instances[InstanceIndex - SqrtMaxInstances].Pos : Instance.Pos;
FVector PosX2 = (xStart + 1 < SqrtMaxInstances) ? Instances[InstanceIndex + SqrtMaxInstances].Pos : Instance.Pos;
FVector PosY1 = yStart ? Instances[InstanceIndex - 1].Pos : Instance.Pos;
FVector PosY2 = (yStart + 1 < SqrtMaxInstances) ? Instances[InstanceIndex + 1].Pos : Instance.Pos;
if (PosX1 != PosX2 && PosY1 != PosY2)
{
FVector NewZ = ((PosX1 - PosX2) ^ (PosY1 - PosY2)).GetSafeNormal();
NewZ *= FMath::Sign(NewZ.Z);
const FVector NewX = (FVector(0, -1, 0) ^ NewZ).GetSafeNormal();
const FVector NewY = NewZ ^ NewX;
FMatrix Align = FMatrix(NewX, NewY, NewZ, FVector::ZeroVector);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
OutXForm = (BaseXForm * Align).ConcatTranslation(Instance.Pos) * XForm;
}
else
{
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
OutXForm = BaseXForm.ConcatTranslation(Instance.Pos) * XForm;
}
}
else
{
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
OutXForm = BaseXForm.ConcatTranslation(Instance.Pos) * XForm;
}
InstanceTransforms[OutInstanceIndex] = OutXForm;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
SetInstance(OutInstanceIndex++, OutXForm, RandomStream.GetFraction());
}
InstanceIndex++;
}
}
}
}
}
int32 NumInstances = InstanceTransforms.Num();
if (NumInstances)
{
TArray<int32> SortedInstances;
TArray<int32> InstanceReorderTable;
UHierarchicalInstancedStaticMeshComponent::BuildTreeAnyThread(InstanceTransforms, MeshBox, ClusterTree, SortedInstances, InstanceReorderTable, OutOcclusionLayerNum, DesiredInstancesPerLeaf);
// in-place sort the instances
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
const uint32 InstanceStreamSize = InstanceBuffer.GetStride();
FInstanceStream32 SwapBuffer;
check(sizeof(SwapBuffer) >= InstanceStreamSize);
for (int32 FirstUnfixedIndex = 0; FirstUnfixedIndex < NumInstances; FirstUnfixedIndex++)
{
int32 LoadFrom = SortedInstances[FirstUnfixedIndex];
if (LoadFrom != FirstUnfixedIndex)
{
check(LoadFrom > FirstUnfixedIndex);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
FMemory::Memcpy(&SwapBuffer, InstanceBuffer.GetInstanceWriteAddress(FirstUnfixedIndex), InstanceStreamSize);
FMemory::Memcpy(InstanceBuffer.GetInstanceWriteAddress(FirstUnfixedIndex), InstanceBuffer.GetInstanceWriteAddress(LoadFrom), InstanceStreamSize);
FMemory::Memcpy(InstanceBuffer.GetInstanceWriteAddress(LoadFrom), &SwapBuffer, InstanceStreamSize);
int32 SwapGoesTo = InstanceReorderTable[FirstUnfixedIndex];
check(SwapGoesTo > FirstUnfixedIndex);
check(SortedInstances[SwapGoesTo] == FirstUnfixedIndex);
SortedInstances[SwapGoesTo] = LoadFrom;
InstanceReorderTable[LoadFrom] = SwapGoesTo;
InstanceReorderTable[FirstUnfixedIndex] = FirstUnfixedIndex;
SortedInstances[FirstUnfixedIndex] = FirstUnfixedIndex;
}
}
}
}
FORCEINLINE_DEBUGGABLE float GetLayerWeightAtLocationLocal(const FVector& InLocation, FVector* OutLocation, bool bWeight = true)
{
// Find location
float TestX = InLocation.X / DrawScale.X - (float)SectionBase.X;
float TestY = InLocation.Y / DrawScale.Y - (float)SectionBase.Y;
// Find data
int32 X1 = FMath::FloorToInt(TestX);
int32 Y1 = FMath::FloorToInt(TestY);
int32 X2 = FMath::CeilToInt(TestX);
int32 Y2 = FMath::CeilToInt(TestY);
// Min is to prevent the sampling of the final column from overflowing
int32 IdxX1 = FMath::Min<int32>(X1, GrassData.GetStride() - 1);
int32 IdxY1 = FMath::Min<int32>(Y1, GrassData.GetStride() - 1);
int32 IdxX2 = FMath::Min<int32>(X2, GrassData.GetStride() - 1);
int32 IdxY2 = FMath::Min<int32>(Y2, GrassData.GetStride() - 1);
float LerpX = FMath::Fractional(TestX);
float LerpY = FMath::Fractional(TestY);
float Result = 0.0f;
if (bWeight)
{
// sample
float Sample11 = GrassData.GetWeight(IdxX1, IdxY1);
float Sample21 = GrassData.GetWeight(IdxX2, IdxY1);
float Sample12 = GrassData.GetWeight(IdxX1, IdxY2);
float Sample22 = GrassData.GetWeight(IdxX2, IdxY2);
// Bilinear interpolate
Result = FMath::Lerp(
FMath::Lerp(Sample11, Sample21, LerpX),
FMath::Lerp(Sample12, Sample22, LerpX),
LerpY);
}
{
// sample
float Sample11 = GrassData.GetHeight(IdxX1, IdxY1);
float Sample21 = GrassData.GetHeight(IdxX2, IdxY1);
float Sample12 = GrassData.GetHeight(IdxX1, IdxY2);
float Sample22 = GrassData.GetHeight(IdxX2, IdxY2);
OutLocation->X = InLocation.X - DrawScale.X * float(LandscapeSectionOffset.X);
OutLocation->Y = InLocation.Y - DrawScale.Y * float(LandscapeSectionOffset.Y);
// Bilinear interpolate
OutLocation->Z = DrawScale.Z * FMath::Lerp(
FMath::Lerp(Sample11, Sample21, LerpX),
FMath::Lerp(Sample12, Sample22, LerpX),
LerpY);
}
return Result;
}
};
void ALandscapeProxy::FlushGrassComponents(const TSet<ULandscapeComponent*>* OnlyForComponents, bool bFlushGrassMaps)
{
if (OnlyForComponents)
{
for (FCachedLandscapeFoliage::TGrassSet::TIterator Iter(FoliageCache.CachedGrassComps); Iter; ++Iter)
{
ULandscapeComponent* Component = (*Iter).Key.BasedOn.Get();
// if the weak pointer in the cache is invalid, we should kill them anyway
if (Component == nullptr || OnlyForComponents->Contains(Component))
{
UHierarchicalInstancedStaticMeshComponent *Used = (*Iter).Foliage.Get();
if (Used)
{
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassDestoryComp);
Used->ClearInstances();
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Used->DetachFromComponent(FDetachmentTransformRules(EDetachmentRule::KeepRelative, false));
Used->DestroyComponent();
}
Iter.RemoveCurrent();
}
}
#if WITH_EDITOR
if (GIsEditor && bFlushGrassMaps)
{
for (ULandscapeComponent* Component : *OnlyForComponents)
{
Component->RemoveGrassMap();
}
}
#endif
}
else
{
// Clear old foliage component containers
FoliageComponents.Empty();
// Might as well clear the cache...
FoliageCache.ClearCache();
// Destroy any owned foliage components
TInlineComponentArray<UHierarchicalInstancedStaticMeshComponent*> FoliageComps;
GetComponents(FoliageComps);
for (UHierarchicalInstancedStaticMeshComponent* Component : FoliageComps)
{
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassDestoryComp);
Component->ClearInstances();
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Component->DetachFromComponent(FDetachmentTransformRules(EDetachmentRule::KeepRelative, false));
Component->DestroyComponent();
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2855699 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2839897 on 2016/01/22 by Ori.Cohen Allow static mesh editor to specify a default collision profile. #rb Lina.Halper #UE-2836 Change 2840489 on 2016/01/22 by Ori.Cohen Fix collision customization so that it respects const editing property #rb Marc.Audy Change 2840528 on 2016/01/22 by Ori.Cohen Fix compile error and actually get value from attribute Change 2840672 on 2016/01/22 by Zak.Middleton #ue4 - Include data from USkinnedMeshComponent in USkeletalMeshComponent::GetResourceSize(). #rb Michael.Noland Change 2841314 on 2016/01/24 by Marc.Audy Fix depressingly frequent misspellings of 'suppress' Change 2841323 on 2016/01/24 by Marc.Audy Reserve worst case memory for TSet Intersect, Union, and Difference to avoid memory allocations during iteration Ensure that TSet Intersect considers the least number of elements possible Early out from TSet Contains if Other is larger than this Clarify comment on TSet Difference #rb Steve.Robb Change 2841380 on 2016/01/24 by Aaron.McLeran UE-25586 Audio assets not correctly reporting resource memory usage Tested on PC/PS4 and with Editor builds. Memory reporting is working for all cases now. Change 2841385 on 2016/01/24 by Aaron.McLeran UE-21210 Adding subtitle priority to USoundWave Change 2841386 on 2016/01/24 by Marc.Audy Return null for GameNetDriver if World is null instead of crashing Change 2841409 on 2016/01/24 by Aaron.McLeran UE-25514 Removing load for default objects for every sound wave Change 2841858 on 2016/01/25 by Ori.Cohen Make sure that PIE face index results are consistent with runtime #rb Benn.Gallagher Change 2841977 on 2016/01/25 by Ori.Cohen Fix object type customization so that it's only enabled when custom is selected. (Accidently broke this in recent change) Change 2841982 on 2016/01/25 by Marc.Audy Minor optimization by avoiding recreating FNames repeatedly in constructor Change 2842169 on 2016/01/25 by Benn.Gallagher Fixes to animBP compiler and instance to store and double buffer internal machine state weights on the instance. So they can be queried cross-machine without issue. #rb Lina.Halper Change 2842390 on 2016/01/25 by Ori.Cohen Fix in world editing of BodyInstance not working. No longer serializing Scale3D as this is allways initialized in InitBody. No longer overwriting MassInKg and renamed to to MassInKgOverride which better reflects what this variable does. #JIRA UE-25518 #rb Lina.Halper Change 2843579 on 2016/01/26 by Marc.Audy Only update replication when it actually changes Don't check calling SetIsReplicated if the class cannot replicate, instead output an error message Fix spelling in comment #rb Ori.Cohen Change 2843627 on 2016/01/26 by Marc.Audy Add \\ as a default console key for Italian keyboard layouts #jira UE-25198 #rb James.Golding Change 2843628 on 2016/01/26 by Marc.Audy Don't reconstruct FName on each call to GetHitResultAtScreenPosition #rb James.Golding Change 2843671 on 2016/01/26 by Martin.Wilson Fix incorrect bone transforms being pushed to the renderer during SetSkeletalMesh. This presented as motion blur artifacts in editor #rb Thomas.Sarkanen Change 2843768 on 2016/01/26 by Marc.Audy Inline Get Component functions in TriggerBase Change 2844003 on 2016/01/26 by Zak.Middleton #ue4 - Fix FMath::Fmod(X, Y) sometimes returning small negative values for positive X and Y due to float imprecision. Added tests to math tests at startup to check this, and also to better handle results close to Y. Wrap the ensure on Y=0 within a conditional so a breakpoint can be used during debugging (to distinguish between zero and very small input). #codereview Laurent.Delayen Change 2844005 on 2016/01/26 by Zak.Middleton #ue4 - Convert uses of fmod() and fmodf() to use FMath::Fmod() instead. Also see CL 2844003 [CL 2855709 by Marc Audy in Main branch]
2016-02-04 10:55:30 -05:00
TArray<USceneComponent*> AttachedFoliageComponents = RootComponent->GetAttachChildren().FilterByPredicate(
[](USceneComponent* Component)
{
return Cast<UHierarchicalInstancedStaticMeshComponent>(Component);
});
// Destroy any attached but un-owned foliage components
for (USceneComponent* Component : AttachedFoliageComponents)
{
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassDestoryComp);
CastChecked<UHierarchicalInstancedStaticMeshComponent>(Component)->ClearInstances();
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Component->DetachFromComponent(FDetachmentTransformRules(EDetachmentRule::KeepRelative, false));
Component->DestroyComponent();
}
#if WITH_EDITOR
if (GIsEditor && bFlushGrassMaps)
{
// Clear GrassMaps
TInlineComponentArray<ULandscapeComponent*> LandComps;
GetComponents(LandComps);
for (ULandscapeComponent* Component : LandComps)
{
Component->RemoveGrassMap();
}
}
#endif
}
}
TArray<ULandscapeGrassType*> ALandscapeProxy::GetGrassTypes() const
{
TArray<ULandscapeGrassType*> GrassTypes;
if (LandscapeMaterial)
{
TArray<const UMaterialExpressionLandscapeGrassOutput*> GrassExpressions;
LandscapeMaterial->GetMaterial()->GetAllExpressionsOfType<UMaterialExpressionLandscapeGrassOutput>(GrassExpressions);
if (GrassExpressions.Num() > 0)
{
for (auto& Type : GrassExpressions[0]->GrassTypes)
{
GrassTypes.Add(Type.GrassType);
}
}
}
return GrassTypes;
}
#if WITH_EDITOR
int32 ALandscapeProxy::TotalComponentsNeedingGrassMapRender = 0;
int32 ALandscapeProxy::TotalTexturesToStreamForVisibleGrassMapRender = 0;
int32 ALandscapeProxy::TotalComponentsNeedingTextureBaking = 0;
#endif
void ALandscapeProxy::UpdateGrass(const TArray<FVector>& Cameras, bool bForceSync)
{
SCOPE_CYCLE_COUNTER(STAT_GrassUpdate);
if (CVarGrassEnable.GetValueOnAnyThread() > 0)
{
TArray<ULandscapeGrassType*> GrassTypes = GetGrassTypes();
float GuardBand = CVarGuardBandMultiplier.GetValueOnAnyThread();
float DiscardGuardBand = CVarGuardBandDiscardMultiplier.GetValueOnAnyThread();
bool bCullSubsections = CVarCullSubsections.GetValueOnAnyThread() > 0;
bool bDisableGPUCull = CVarDisableGPUCull.GetValueOnAnyThread() > 0;
int32 MaxInstancesPerComponent = FMath::Max<int32>(1024, CVarMaxInstancesPerComponent.GetValueOnAnyThread());
int32 MaxTasks = CVarMaxAsyncTasks.GetValueOnAnyThread();
UWorld* World = GetWorld();
if (World)
{
#if WITH_EDITOR
int32 RequiredTexturesNotStreamedIn = 0;
TSet<ULandscapeComponent*> ComponentsNeedingGrassMapRender;
TSet<UTexture2D*> CurrentForcedStreamedTextures;
TSet<UTexture2D*> DesiredForceStreamedTextures;
if (!World->IsGameWorld())
{
// see if we need to flush grass for any components
TSet<ULandscapeComponent*> FlushComponents;
for (auto Component : LandscapeComponents)
{
// check textures currently needing force streaming
if (Component->HeightmapTexture->bForceMiplevelsToBeResident)
{
CurrentForcedStreamedTextures.Add(Component->HeightmapTexture);
}
for (auto WeightmapTexture : Component->WeightmapTextures)
{
if (WeightmapTexture->bForceMiplevelsToBeResident)
{
CurrentForcedStreamedTextures.Add(WeightmapTexture);
}
}
if (Component->IsGrassMapOutdated())
{
FlushComponents.Add(Component);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
}
if (GrassTypes.Num() > 0 || bBakeMaterialPositionOffsetIntoCollision)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794726 on 2015/12/08 by Gareth.Martin Remove unused property from landscape material position offset baking implementation Change 2797437 on 2015/12/10 by Dmitriy.Dyomin Fixed: Crash launching on Nexus 5 running 4.4.2 (disabled hardware instancing on this specific device/driver combo) #jira UE-24260 Change 2797524 on 2015/12/10 by Dmitriy.Dyomin Fixed: Materials not showing up in HUD on mobile (only when mobile HDR is off) #jira UE-23990 Change 2797562 on 2015/12/10 by Dmitriy.Dyomin Fixed: Reduntant seek for world composition related data inside level package in a cooked builds #jira UE-23948 Change 2808493 on 2015/12/18 by Gareth.Martin Fix a couple of bugs in using landscape material world position offset for collision / grass Change 2808495 on 2015/12/18 by Gareth.Martin Added support for simple collision to landscape Added support for the pawn/vis collision view modes to landscape Change 2822883 on 2016/01/11 by Gareth.Martin Add support for landscape material world position offset for collision mip / simple collision mip other than 0 Change 2824705 on 2016/01/12 by Gareth.Martin Fix various minor issues with Landscape collision baking from material: * Stopped including collision mips in grass index buffer when not baking collision * Added collision mips to the key for sharing index buffer * Grass system no longer tries to render collision mips when not baking collision * Changes to CollisionMipLevel / SimpleCollisionMipLevel weren't being properly propogated from landscape to render components ** this was causing crashes by the collision baking trying to use the wrong index buffer * And lastly, corrected some comments :) [CL 2825561 by Nick Penwarden in Main branch]
2016-01-12 16:58:32 -05:00
if (Component->IsGrassMapOutdated() ||
!Component->GrassData->HasData())
{
ComponentsNeedingGrassMapRender.Add(Component);
}
}
}
if (FlushComponents.Num())
{
FlushGrassComponents(&FlushComponents);
}
}
#endif
int32 NumCompsCreated = 0;
for (int32 ComponentIndex = 0; ComponentIndex < LandscapeComponents.Num(); ComponentIndex++)
{
ULandscapeComponent* Component = LandscapeComponents[ComponentIndex];
// skip if we have no data and no way to generate it
if (World->IsGameWorld() && !Component->GrassData->HasData())
{
continue;
}
FBoxSphereBounds WorldBounds = Component->CalcBounds(Component->ComponentToWorld);
float MinDistanceToComp = Cameras.Num() ? MAX_flt : 0.0f;
for (auto& Pos : Cameras)
{
MinDistanceToComp = FMath::Min<float>(MinDistanceToComp, WorldBounds.ComputeSquaredDistanceFromBoxToPoint(Pos));
}
MinDistanceToComp = FMath::Sqrt(MinDistanceToComp);
for (auto GrassType : GrassTypes)
{
if (GrassType)
{
int32 GrassVarietyIndex = -1;
uint32 HaltonBaseIndex = 1;
for (auto& GrassVariety : GrassType->GrassVarieties)
{
GrassVarietyIndex++;
if (GrassVariety.GrassMesh && GrassVariety.GrassDensity > 0.0f && GrassVariety.EndCullDistance > 0)
{
float MustHaveDistance = GuardBand * (float)GrassVariety.EndCullDistance;
float DiscardDistance = DiscardGuardBand * (float)GrassVariety.EndCullDistance;
bool bUseHalton = !GrassVariety.bUseGrid;
if (!bUseHalton && MinDistanceToComp > DiscardDistance)
{
continue;
}
FGrassBuilderBase ForSubsectionMath(this, Component, GrassVariety);
int32 SqrtSubsections = 1;
if (ForSubsectionMath.bHaveValidData && ForSubsectionMath.SqrtMaxInstances > 0)
{
SqrtSubsections = FMath::Clamp<int32>(FMath::CeilToInt(float(ForSubsectionMath.SqrtMaxInstances) / FMath::Sqrt((float)MaxInstancesPerComponent)), 1, 16);
}
int32 MaxInstancesSub = FMath::Square(ForSubsectionMath.SqrtMaxInstances / SqrtSubsections);
if (bUseHalton && MinDistanceToComp > DiscardDistance)
{
HaltonBaseIndex += MaxInstancesSub * SqrtSubsections * SqrtSubsections;
continue;
}
FBox LocalBox = Component->CachedLocalBox;
FVector LocalExtentDiv = (LocalBox.Max - LocalBox.Min) * FVector(1.0f / float(SqrtSubsections), 1.0f / float(SqrtSubsections), 1.0f);
for (int32 SubX = 0; SubX < SqrtSubsections; SubX++)
{
for (int32 SubY = 0; SubY < SqrtSubsections; SubY++)
{
float MinDistanceToSubComp = MinDistanceToComp;
if (bCullSubsections && SqrtSubsections > 1)
{
FVector BoxMin;
BoxMin.X = LocalBox.Min.X + LocalExtentDiv.X * float(SubX);
BoxMin.Y = LocalBox.Min.Y + LocalExtentDiv.Y * float(SubY);
BoxMin.Z = LocalBox.Min.Z;
FVector BoxMax;
BoxMax.X = LocalBox.Min.X + LocalExtentDiv.X * float(SubX + 1);
BoxMax.Y = LocalBox.Min.Y + LocalExtentDiv.Y * float(SubY + 1);
BoxMax.Z = LocalBox.Max.Z;
FBox LocalSubBox(BoxMin, BoxMax);
FBox WorldSubBox = LocalSubBox.TransformBy(Component->ComponentToWorld);
MinDistanceToSubComp = Cameras.Num() ? MAX_flt : 0.0f;
for (auto& Pos : Cameras)
{
MinDistanceToSubComp = FMath::Min<float>(MinDistanceToSubComp, ComputeSquaredDistanceFromBoxToPoint(WorldSubBox.Min, WorldSubBox.Max, Pos));
}
MinDistanceToSubComp = FMath::Sqrt(MinDistanceToSubComp);
}
if (bUseHalton)
{
HaltonBaseIndex += MaxInstancesSub; // we are going to pre-increment this for all of the continues...however we need to subtract later if we actually do this sub
}
if (MinDistanceToSubComp > DiscardDistance)
{
continue;
}
FCachedLandscapeFoliage::FGrassComp NewComp;
NewComp.Key.BasedOn = Component;
NewComp.Key.GrassType = GrassType;
NewComp.Key.SqrtSubsections = SqrtSubsections;
NewComp.Key.CachedMaxInstancesPerComponent = MaxInstancesPerComponent;
NewComp.Key.SubsectionX = SubX;
NewComp.Key.SubsectionY = SubY;
NewComp.Key.NumVarieties = GrassType->GrassVarieties.Num();
NewComp.Key.VarietyIndex = GrassVarietyIndex;
{
FCachedLandscapeFoliage::FGrassComp* Existing = FoliageCache.CachedGrassComps.Find(NewComp.Key);
if (Existing || MinDistanceToSubComp > MustHaveDistance)
{
if (Existing)
{
Existing->Touch();
}
continue;
}
}
if (!bForceSync && (NumCompsCreated || AsyncFoliageTasks.Num() >= MaxTasks))
{
continue; // one per frame, but we still want to touch the existing ones
}
#if WITH_EDITOR
// render grass data if we don't have any
if (!Component->GrassData->HasData())
{
if (!Component->CanRenderGrassMap())
{
// we can't currently render grassmaps (eg shaders not compiled)
continue;
}
else if (!Component->AreTexturesStreamedForGrassMapRender())
{
// we're ready to generate but our textures need streaming in
DesiredForceStreamedTextures.Add(Component->HeightmapTexture);
for (auto WeightmapTexture : Component->WeightmapTextures)
{
DesiredForceStreamedTextures.Add(WeightmapTexture);
}
RequiredTexturesNotStreamedIn++;
continue;
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_GrassRenderToTexture);
Component->RenderGrassMap();
ComponentsNeedingGrassMapRender.Remove(Component);
Component->MarkPackageDirty();
}
#endif
NumCompsCreated++;
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassStartComp);
int32 FolSeed = FCrc::StrCrc32((GrassType->GetName() + Component->GetName() + FString::Printf(TEXT("%d %d %d"), SubX, SubY, GrassVarietyIndex)).GetCharArray().GetData());
if (FolSeed == 0)
{
FolSeed++;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
// Do not record the transaction of creating temp component for visualizations
ClearFlags(RF_Transactional);
bool PreviousPackageDirtyFlag = GetOutermost()->IsDirty();
UHierarchicalInstancedStaticMeshComponent* HierarchicalInstancedStaticMeshComponent;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GrassCreateComp);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
HierarchicalInstancedStaticMeshComponent = NewObject<UHierarchicalInstancedStaticMeshComponent>(this, NAME_None, RF_Transient);
}
NewComp.Foliage = HierarchicalInstancedStaticMeshComponent;
FoliageCache.CachedGrassComps.Add(NewComp);
HierarchicalInstancedStaticMeshComponent->Mobility = EComponentMobility::Static;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
HierarchicalInstancedStaticMeshComponent->bCastStaticShadow = false;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
HierarchicalInstancedStaticMeshComponent->SetStaticMesh(GrassVariety.GrassMesh);
HierarchicalInstancedStaticMeshComponent->MinLOD = GrassVariety.MinLOD;
HierarchicalInstancedStaticMeshComponent->bSelectable = false;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
HierarchicalInstancedStaticMeshComponent->bHasPerInstanceHitProxies = false;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 Change 3072915 on 2016/08/01 by Nick.Whiting Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh #jira UE-34044 Change 3072891 on 2016/08/01 by Nick.Whiting Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers #jira UE-33579 Change 3072885 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. Continued - adding missing file. #jira UE-32876 Change 3072869 on 2016/08/01 by Ori.Cohen Fix CIS #jira UE-3402 Change 3072862 on 2016/08/01 by Josh.Adams - Fixed case issue for Linux #jira UE-34020 Change 3072818 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. #jira UE-32876 Change 3072756 on 2016/08/01 by John.Billon Fixed crash when setting a composite texture on a render target cube. #Jira UE-33885 Change 3072755 on 2016/08/01 by John.Billon Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting. #Jira UE-33574 Change 3072753 on 2016/08/01 by John.Billon Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters. #Jira UE-32565 #Jira UE-29528 Change 3072665 on 2016/08/01 by Ben.Marsh Fix parse errors in BuildGraph example script. Change 3072664 on 2016/08/01 by Mike.Beach Mirrors CL 3072620 from Dev-Blueprints. Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors. #jira UE-29631 Change 3072656 on 2016/08/01 by Mike.Beach Mirrors CL 3072614 from Dev-Blueprints. Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 Change 3072649 on 2016/08/01 by Mike.Beach Mirrors CL 3071292 from Dev-Blueprints. Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072568 on 2016/08/01 by Phillip.Kavan Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) Mirrored from //Orion/Dev-General (CLs# 3065749/3065868). #jira UE-32780 Change 3072565 on 2016/08/01 by Rolando.Caloca UE4.13 - More info to track down crash with missing Primitive uniform buffer #jira UE-33418 Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt Fix hovering broken in the details panel #jira UE-20903 Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable #jira UE-20903 Change 3072479 on 2016/08/01 by Ori.Cohen Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision #JIRA UE-34023 Change 3072438 on 2016/08/01 by Chris.Wood Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them. [UE-33943] - Crash Report Client window not opening in a packaged build #jira UE-33943 #test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher Change 3072360 on 2016/08/01 by Chris.Babcock Enable Google Play Games for ARM64 on Android #jira UE-34031 #ue4 #android Change 3072337 on 2016/08/01 by Mitchell.Wilson Saving multiple files from VR template to resolve empty engine version warnings. #jira UE-33937 Change 3072302 on 2016/08/01 by Lina.Halper Fix issue where weight doesn't update correctly while updating list #jira: UE-33023 Change 3072250 on 2016/08/01 by Lina.Halper Add error message when rename failed #jira: UE-33661 Change 3072103 on 2016/08/01 by Lina.Halper - Undid previous propagating change of morphtarget - Refresh function - Made sure whatever happening, the buffer size remains sane and render thread will always get the same size #code review: Rolando.Caloca #jira: UE-33923 Change 3072062 on 2016/08/01 by Jurre.deBaare Static Mesh Editor and Persona viewport are very dark #fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator) #jira UE-33945 Change 3072061 on 2016/08/01 by Jurre.deBaare Incorrect importing of morph target weights when setting the percentage bases option on import #fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number #jira UE-34003 Change 3072052 on 2016/08/01 by Chris.Babcock Vulkan extension fixes for Android #jira UE-32943 #ue4 #android Change 3072039 on 2016/08/01 by Mitchell.Wilson Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap. #jira UE-33843 Change 3072003 on 2016/08/01 by Rob.Cannaday Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems. #jira UE-34008 Change 3071942 on 2016/08/01 by Matthew.Griffin Adding feature pack for TP_VirtualRealityBP Change 3071937 on 2016/08/01 by Max.Chen Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded. #jira UE-32918 Change 3071932 on 2016/08/01 by Dmitry.Rekman Linux: fix launch on (UE-33934) #tests Tested launching on a native host. #jira UE-33934 (Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3071926 on 2016/08/01 by Andrew.Rodham Sequencer: Fixed exponential slowdown when restoring selection states #jira UE-33918 Change 3071917 on 2016/08/01 by Mitchell.Wilson Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting. #jira UE-15196 Change 3071914 on 2016/08/01 by Allan.Bentham Fix for incorrect feature level when using networked PIE. #jira UE-25807 Change 3071894 on 2016/08/01 by Andrew.Rodham Sequence Recorder: CIS fix #jira UE-31277 Change 3071884 on 2016/08/01 by phillip.patterson Updated UMG_Invalidation.uasset to Include Combo Box Test #jira UE-29618 Change 3071869 on 2016/08/01 by Mitchell.Wilson Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature. #jira UE-33714 Change 3071868 on 2016/08/01 by phillip.patterson Added UMG_Invalidation.uasset for a test case #jira UE-29618 Change 3071855 on 2016/08/01 by Jurre.deBaare Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled #fix Recompiled zlib to be correct debug version #jira UE-27576 Change 3071853 on 2016/08/01 by Jurre.deBaare Fix issue with debug asserts not compiling correctly #fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about #jira UE-33989 Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue. #jira UE-33013 Change 3071849 on 2016/08/01 by Tom.Looman Resaved content files with engine version for VR Template #jira ue-33325 Change 3071822 on 2016/08/01 by Mitchell.Wilson Adding crosshair to WeapLauncher when not sighted in. #jira UE-30617 Change 3071798 on 2016/08/01 by Andrew.Rodham Sequencer: Fixed various issues to do with recording attached components There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all. #jira UE-30574 #jira UE-31277 Change 3071789 on 2016/08/01 by Tom.Looman Fixed warning of missing gamemode in VR Template. #jira ue-33325 Change 3071787 on 2016/08/01 by Mitchell.Wilson Cleared material interface on Neutral.uasset to resolve a warning. #jira UE-33957 Change 3071784 on 2016/08/01 by Robert.Manuszewski Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated. #jira UE-33692 #jira UE-33814 Change 3071746 on 2016/08/01 by Tom.Looman Added config.ini for Feature Pack creation to VR Template #jira ue-33325 Change 3071694 on 2016/08/01 by Robert.Manuszewski Fixing crash after opening edit config data for remote build then packaging #jira UE-33719 Change 3071660 on 2016/08/01 by Dmitriy.Dyomin Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile) Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it #jira UE-30104 Change 3071657 on 2016/08/01 by Matthew.Griffin Excluded TP_VirtualRealityBP Template from Mac Binary builds. Change 3071651 on 2016/08/01 by Tom.Looman Removed config.ini ref from content.txt #jira UE-33325 Change 3071645 on 2016/08/01 by Jurre.deBaare Merge Actor Tool missing option to deselect Export Specific LOD #fix Added the ability to export a specific LOD or all LODs for the selected objects #jira UE-33100 Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh #fix force to generate unique UVs for baking out the material to ensure we get the correct texture data #jira UE-29976 Change 3071608 on 2016/08/01 by Thomas.Sarkanen Bringing hitch tracking fix over from Orion. Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs #jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session) Change 3071606 on 2016/08/01 by Matthew.Griffin Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build. #jira UE-33959 Change 3071584 on 2016/08/01 by Matthew.Griffin Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes. Split GetDirectIncludeDependencies function so that part of it could be used without having a build target. #jira UE-23720 Change 3071479 on 2016/07/31 by Dmitriy.Dyomin Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache. Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load Merged from Dev-Mobile CL# 3057039 #jira UE-32774 Change 3071478 on 2016/07/31 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3071282 on 2016/07/30 by Max.Chen Cine Camera Actor: CIS fix #jira UE-33805 Change 3071272 on 2016/07/30 by Max.Chen Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView. #jira UE-33805 Change 3071229 on 2016/07/30 by Ben.Marsh Fix static analysis warning. Change 3071077 on 2016/07/29 by Max.Chen Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass. #jira UE-33432 Change 3071076 on 2016/07/29 by Max.Chen Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation. #jira UE-33078 Change 3071070 on 2016/07/29 by Max.Chen Sequence Recorder: Record actors as possessables Added GetWorld() check when resolving bindings in case the world is being torn down. Copy from Dev-Sequencer #jira UE-33969 Change 3071069 on 2016/07/29 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 Change 3071058 on 2016/07/29 by Max.Chen Sequencer: Tweak track colors Audio track brighter Transform, bool, event tracks less saturated Recording subsection more saturated Fade track gradient Copy from Dev-Sequencer #jira UE-33968 Change 3071057 on 2016/07/29 by Max.Chen Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset. Copy from Dev-Sequencer #jira UE-33967 Change 3071004 on 2016/07/29 by Lauren.Ridge Fix for crash on color picker summon due to null SWindow #rb chris.gagnon #jira UE-33966 Change 3070956 on 2016/07/29 by Chris.Babcock Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor #jira UE-33607 #ue4 #android Change 3070807 on 2016/07/29 by Nick.Darnell Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width. #jira UE-30481 Change 3070779 on 2016/07/29 by Rob.Cannaday Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam #jira UE-33922 Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #jira UE-33914 Change 3070764 on 2016/07/29 by Phillip.Kavan [UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies. Mirrored from CL# 3065278. (resubmitted as edit) #jira UE-20581 Change 3070757 on 2016/07/29 by Nick.Darnell Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget. #jira UE-33450 Change 3070741 on 2016/07/29 by Phillip.Kavan Back out previous submit (forgot to convert to edit). #jira UE-20581 Change 3070737 on 2016/07/29 by Phillip.Kavan [UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies. Mirrored from CL# 3065278. #jira UE-20581 Change 3070695 on 2016/07/29 by Ryan.Vance #jira UE-32145 We were using the wrong texture format for the rift ogl bridge. Removed derived ogl bridge destructor to fix assert. Based on CL 3069701 from Oculus Change 3070632 on 2016/07/29 by Mitchell.Wilson Rebuilt lighting for SubwaySequencer #jira UE-33564 Change 3070620 on 2016/07/29 by Chris.Babcock Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3070586 on 2016/07/29 by phillip.patterson Updating Sequencer_Focus for test case #jira UE-29618 Change 3070539 on 2016/07/29 by Jon.Nabozny Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370) #jira UE-33463 Change 3070538 on 2016/07/29 by Mitchell.Wilson Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings. #jira UE-29730 Change 3070467 on 2016/07/29 by Lauren.Ridge Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker #jira UE-33920 #jira UE-33769 Change 3070460 on 2016/07/29 by Lauren.Ridge Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker #jira UE-32413 Change 3070455 on 2016/07/29 by Lauren.Ridge Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker #jira UE-33635 Change 3070404 on 2016/07/29 by John.Pollard Fix: Console command "Open" crashes with dedicated server settings #jira UE-32511 Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt Fix incorrect tooltip for the lerp instruction in the material editor #jira UE-33896 Change 3070376 on 2016/07/29 by Ryan.Vance #jira UEVR-32 Support base and neo multi-view vertex shaders on ps4. Compile both base and neo versions of the multi-view enabled vertex shaders. Pack them together in the resulting shader code. Unpack them and load the correct version when creating the vertex shader instance. Change 3070345 on 2016/07/29 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3070315 on 2016/07/29 by Ben.Woodhouse (cherry picked from dev-rendering) Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3070314 on 2016/07/29 by Ben.Woodhouse (cherry picked from dev-rendering) Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3070272 on 2016/07/29 by Jon.Nabozny Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter. #jira UE-33944 Change 3070235 on 2016/07/29 by Mitchell.Wilson Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff. #jira UE-32742 Change 3070221 on 2016/07/29 by Jurre.deBaare HLOD: The forced viewing level slider does not stay in sync after building a cluster #fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced) #jira UE-32187 Change 3070218 on 2016/07/29 by Jurre.deBaare HLOD: Shadow logic in ALODActor is messed up #fix Moved shadow determination logic #jira UE-31753 Change 3070212 on 2016/07/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster #jira UE-30384 Change 3070176 on 2016/07/29 by Jurre.deBaare Some post processing features in Preview Scene Settings do not update immediately #fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D #jira UE-33895 Change 3070175 on 2016/07/29 by Jurre.deBaare Static Mesh Editor does not display Vertex Colors in Lit mode #fix Caused by not disabling advanced features which used to happen for preview scenes by default :/ #jira UE-32977 Change 3070163 on 2016/07/29 by Chris.Wood Changed log warnings to info when WinSAT assessment unavailable [UE-30198] - WinSAT assessment unavailable when running Hardware Survey #jira UE-30198 trivial change Change 3070154 on 2016/07/29 by Matthew.Griffin Removed exceptions for IOS .a files now we are building code projects Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies #jira UE-33868 Change 3070124 on 2016/07/29 by Alex.Delesky #jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction. Change 3070060 on 2016/07/29 by Chris.Wood Fixed command line argument saved to crash reports and used to restart crash processes [UE-30665] - CrashReporterClient send and restart does not reopen the project #jira UE-30665 trivial re-add of a line lost in a confusing merge. Change 3070035 on 2016/07/29 by Allan.Bentham Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support' Allows device profiles to disable vulkan and/or ES3.1. #jira UE-33379 Change 3070027 on 2016/07/29 by Tom.Looman Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/) #jira UE-33325 Change 3070009 on 2016/07/29 by James.Golding Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom. #jira UE-32395 Change 3070007 on 2016/07/29 by James.Golding Fix highlight when searching Anim Curves #jira UE-33073 Change 3070002 on 2016/07/29 by James.Golding Fix complex collision drawing in StaticMesh Editor #jira UE-33062 Change 3069998 on 2016/07/29 by Jon.Nabozny Fix AShooterCharacter heavy breathing even when running but not moving. #jira UE-32398 Change 3069980 on 2016/07/29 by James.Golding Add UV support to ProcMeshComp collision Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost Move ProceduralMeshComponent out of 'experimental' #jira UE-29850, UE-33003 Change 3069970 on 2016/07/29 by James.Golding Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969) #jira UE-32819 Change 3069969 on 2016/07/29 by Andrew.Porter Adding movie test content to NotForLicensee. #jira UE-29618 Change 3069962 on 2016/07/29 by Chris.Wood Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings. [UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings #jira UE-31820 Affects Core and CrashReportClient. Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic. Added project-specific values to engine config with defaults set in BaseEngine.ini. Added overrides to Orion config. Change 3069908 on 2016/07/29 by Jurre.deBaare Saving assets with UGS build, fixes build warnings #jira UE-123 Change 3069889 on 2016/07/29 by Jurre.deBaare Build fix for -game builds (missing WITH_EDITOR ifdef) #jira UE-123 Change 3069877 on 2016/07/29 by Allan.Bentham Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings. Fixed issue that prevented settings editor saving out array property changes. #jira UE-33379 Change 3069872 on 2016/07/29 by Jurre.deBaare Added option to disable post processing option in preview scene Inverted normals on the sky sphere (asset change) Bad performance when changing (slider) values for the advanced preview scene #fix Small optimizations and now only save the data on closing of the preview scene tab #jira UE-33496 Persona floor offset not being correct #fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset #jira UE-32278 Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers #fix I will now hide the environment and O the floor #jira UE-33498 Directional light rotation not saved with advanced preview scene profiles #fix Now does :) #jira UE-33619 Change 3069838 on 2016/07/29 by Luke.Thatcher Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time. #jira UE-33671 Change 3069440 on 2016/07/28 by patrickr.donovan #jira UE-29618 Test content for AA and materials with tessellation enabled and absolute world position material function. Change 3069148 on 2016/07/28 by Lina.Halper Morphtarget deletion crash #jira: UE-33851 #code review: Roalndo.caloca Change 3069144 on 2016/07/28 by Michael.Trepka Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj #jira UE-31863 Change 3069021 on 2016/07/28 by Dmitry.Rekman Linux: a number of small fixes from pull requests. - Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35) - Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse) - Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard)) - Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes) - Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates) #tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes. #jira UE-24848 #jira UE-27742 #jira UE-27894 #jira UE-29781 #jira UE-30452 (Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3068867 on 2016/07/28 by Mike.Fricker Mesh Paint: Fixed various bugs - Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554) - Fixed 'full press' over actors preventing UI from being clickable (UE-33550) - Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551) - Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode) - Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621) #jira UE-33554 #jira UE-33550 #jira UE-33551 #jira UE-33621 Change 3068758 on 2016/07/28 by Mitchell.Wilson Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot. #jira UE-33684 Change 3068733 on 2016/07/28 by Ori.Cohen Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G) #JIRA UE-32630 Change 3068713 on 2016/07/28 by Lina.Halper #Checking in Benn G's fix Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that). #jira UE-33633 #code review: Benn.Gallagher Change 3068580 on 2016/07/28 by John.Pollard Disable hot reloading when using single process MP PIE Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players #jira UE-30516 Change 3068550 on 2016/07/28 by Jurre.deBaare Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials #fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data #jira UE-31886 Change 3068549 on 2016/07/28 by Jurre.deBaare Merged static meshes stop reaction to the Trace Complex on Move flag. #fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option) #jira UE-30403 Change 3068548 on 2016/07/28 by Jurre.deBaare Merge Actor tool can no longer merge just materials for an actor #fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world) #jira UE-32797 Change 3068547 on 2016/07/28 by Jurre.deBaare Make sure the advanced preview scene tab is shown by default #fix Made the tab spawn by default in all possible situations (as part of the existing UI layout) #jira UE-33499 Change 3068546 on 2016/07/28 by Jurre.deBaare Textures created from generating proxy meshes have incorrect compression format on tooltip #fix Required a PostEditChange call for the UTextures to correctly propogate the compression type #jira UE-30365 Change 3068543 on 2016/07/28 by Danny.Bouimad #jira UE-29618 Made useability changes to the Phsyical Animation Profile Map Change 3068407 on 2016/07/28 by Mitchell.Wilson Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place #jira UE-33684 Change 3068403 on 2016/07/28 by Ben.Marsh Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory. #jira UE-33459 Change 3068358 on 2016/07/28 by Martin.Wilson Set default compression to NoClear as None is not a valid compression #jira UE-31958 Change 3068346 on 2016/07/28 by Benjamin.Hyder Updating TM-ContactShadows to include static meshes #jira UE-29618 Change 3068336 on 2016/07/28 by Martin.Wilson Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration). #jira UE-32101 Change 3068321 on 2016/07/28 by Martin.Wilson Export bone selection widgets so that other modules can use them #Jira UE-30361 Change 3068316 on 2016/07/28 by Martin.Wilson Expose Root Motion Mode #jira UE-14431 Change 3068307 on 2016/07/28 by Benjamin.Hyder Rebuilding lighting in QA-Materials #jira UE-29618 Change 3068299 on 2016/07/28 by Benjamin.Hyder Renaming TM_Noise to TM-Noise #jira UE-29618 Change 3068285 on 2016/07/28 by Martin.Wilson Remove option to clear compression on animation sequences #jira UE-31957 Change 3068282 on 2016/07/28 by Benjamin.Hyder Re-Saving QA-Materials to remove log spam #jira UE-29618 Change 3068271 on 2016/07/28 by Martin.Wilson Add check to highlight recursion issue caused by game code #jira UE-31417 Change 3068259 on 2016/07/28 by Jamie.Dale Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types #jira UE-31709 Change 3068257 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068204 on 2016/07/28 by Nick.Darnell Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions. Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work. UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured. #jira UE-33845 Change 3068197 on 2016/07/28 by Martin.Wilson Fix abstract notify state classes showing up in create menu #jira UE-33864 Fix copy paste notifies introducing cross animation references #jira UE-32801 Change 3068183 on 2016/07/28 by Matthew.Griffin Remove hard coded staging for Crash Reporter and use its receipt instead #jira UE-33800 Change 3068097 on 2016/07/28 by Dmitriy.Dyomin Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support) #jira UE-22679 Change 3068074 on 2016/07/28 by Matthew.Griffin Added DDC nodes to list of content/shader modifiers for notifications Change 3068053 on 2016/07/28 by Jack.Porter After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components #jira UE-5335 Change 3068043 on 2016/07/28 by Jack.Porter Fix crash in mobile preview when selecting objects during shader compilation #jira UE-33862 Change 3068031 on 2016/07/28 by Gareth.Martin Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam #jira UE-33708 Change 3068030 on 2016/07/28 by Gareth.Martin Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage. #jira UE-20476 Change 3068029 on 2016/07/28 by Gareth.Martin Fixed landscape "continuous" sculpting not working in multiple viewports - the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke. #jira UE-32347 Change 3068013 on 2016/07/28 by Thomas.Sarkanen Added a tick dependency for slave components Ensures that slave components always get ticked after master components. Prevents potential main thread stall updating morph targets in slave components. #jira UE-23045 - Slave components could benefit from a tick dependency on master components Change 3068011 on 2016/07/28 by Thomas.Sarkanen Added space bar as a shortcut to play/pause animation playback in Persona #jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause Change 3068009 on 2016/07/28 by Thomas.Sarkanen Multi-arg console commands now accept string commands with or without quotes Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc. Removed old legacy code designed to fix trailing string params not being parsed correctly. Updated some NULLs to nullptr. #jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks Change 3067854 on 2016/07/28 by Dmitriy.Dyomin Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded #jira UE-33440 Change 3067831 on 2016/07/28 by Dmitriy.Dyomin Fixed: Landscape GrassType does not have the option to exclude Decals #jira UE-26669 Change 3067826 on 2016/07/28 by Dmitriy.Dyomin Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted Also fixed Replace foliage type case #jira UE-32010 Change 3067824 on 2016/07/28 by Dmitriy.Dyomin Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled" #jira UE-24767 Change 3067794 on 2016/07/27 by Jack.Porter Expose Lighting Channels to Foliage and Landscape Grass #jira UE-32794 Change 3067782 on 2016/07/27 by Jack.Porter Fixed crash on device when playing sounds when packaged using Android_Multi #jira UE-31981 Change 3067760 on 2016/07/27 by Jack.Porter Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target #jira UE-11756 Change 3067748 on 2016/07/27 by Dmitry.Rekman Linux: fix packaged projects not being runnable (UE-33608). - Added a shell script to run the binary. #jira UE-33608 (Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3067512 on 2016/07/27 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements (first two items) https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803 https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html Unshelved from pending changelist '3065760 (UE4/Dev-VR) -Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup. -Known issue: some tracker location popping during reconnect. I will try to fix that next. #jira UEVR-13 #review-3066558 @chad.taylor Change 3067511 on 2016/07/27 by Jeff.Fisher Duplicating 3058093 (UE4/Dev-VR) Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon). #jira UEVR-13 Change 3067488 on 2016/07/27 by Ori.Cohen Make the UI more clear for which physical animation is currently being editted. #JIRA UE-33332 Change 3067481 on 2016/07/27 by Chris.Babcock AAR support and updating libraries: - Google Play Games native C++ SDK 2.1 - Google Play Services 9.2.0 - android-support-v4.jar 23.0.0 #jira UEPLAT-1251 #jira UE-19190 #ue4 #android Change 3067478 on 2016/07/27 by Ori.Cohen Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings #JIRA UE-33276, UE-33331 Change 3067474 on 2016/07/27 by Ori.Cohen Make it so property index comes in on reset of array value and duplication (From Matt.K) #JIRA UE-33276 Change 3067457 on 2016/07/27 by Ori.Cohen Fix currently highlighted text in physics profiles being copied over when chaing current profile #JIRA UE-33282 Change 3067451 on 2016/07/27 by Ori.Cohen Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain #JIRA UE-32531 Change 3067443 on 2016/07/27 by Ori.Cohen Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script. Mark the component as experimental and only expose valid functions into construction script #JIRA UE-33656 Change 3067439 on 2016/07/27 by Ori.Cohen Added more logging info for potential fixed framerate negative delta time crash #JIRA UE-32219 Change 3067348 on 2016/07/27 by mason.seay Updating map to have hit events test. #jira UE-29618 Change 3067342 on 2016/07/27 by Mitchell.Wilson Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly #jira UE-15698 Change 3067332 on 2016/07/27 by Dmitry.Rekman Fix for libstdc++ problems (UE-33584). #tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10. #JIRA UE-33584 (Redoing CL 3065551 from Dev-Platform). Change 3067262 on 2016/07/27 by Lina.Halper DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly #tests: PIE/compile editor build/noneditor #jira: UE-33477 Change 3067228 on 2016/07/27 by Lina.Halper This fixes crash where mesh has changed hierarchy but hasn't been remapped yet. #jira: UE-29880 Change 3067168 on 2016/07/27 by Lina.Halper DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #tests: cooked test map, run test map, PIE, saving content, loading standalone game #jira: UE-33454 Change 3067162 on 2016/07/27 by Lina.Halper pose asset source animation/animation asset preview pose now have proper skeleton filter #jira: UE-32607 Change 3067160 on 2016/07/27 by Lina.Halper Fix issue with preview curve not working when no asset #jira: UE-33402 Change 3067138 on 2016/07/27 by Lina.Halper DUPEFIX: Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3067129 on 2016/07/27 by Lina.Halper DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC #tests: Jump_Recovery_Additive, PIE #jira: UE-33477 Change 3067128 on 2016/07/27 by Michael.Trepka Copy of CL 3062046 PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS #jira UE-33683 Change 3067104 on 2016/07/27 by Lina.Halper DUPEFIX: Support different samplerate for reimport with set range #jira: UE-16027 Change 3067093 on 2016/07/27 by Lina.Halper DUPE FIX: Fix baking is applied twice in the new created animation #jira: UE-31120 Change 3067088 on 2016/07/27 by Lina.Halper Fix issues with rename/delete of the curves #jira: UE-33663, UE-33730, UE-33661, UE-33662 Change 3066795 on 2016/07/27 by Mark.Satterthwaite Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes. #jira UE-33778 Change 3066788 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3066338: Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066786 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3064743: Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira UE-33827 #jira FORT-27685 Change 3066768 on 2016/07/27 by samuel.proctor Updated child blueprint used for profiler testing #jira UE-29618 Change 3066733 on 2016/07/27 by samuel.proctor Refreshed broken node in profiler test asset #jira UE-29618 Change 3066670 on 2016/07/27 by Sam.Deiter #Jira UEDOC-3139 Adding the blending tool tip images. Change 3066669 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063329: 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 3066668 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063327: Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal. #jira UE-32068 Change 3066625 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3062160: Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3066624 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063328: Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data). #jira UE-33820 Change 3066589 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3060590 to fix UE-33819: Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. #jira UE-33819 Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt Fixed Reset to default not updating when selecting new assets #jira UE-33817 Change 3066509 on 2016/07/27 by mason.seay Phys material needed for TM-SliceProcMesh #jira UE-29618 Change 3066500 on 2016/07/27 by mason.seay Rebuilt lighting #jira UE-29618 Change 3066499 on 2016/07/27 by Jurre.deBaare Map build should not generate empty HLOD folder in Editor #fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :) #jira UE-29564 Change 3066498 on 2016/07/27 by Jurre.deBaare HLOD outliner drag and drop operation can cause log spam #fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed #jira UE-32106 Change 3066485 on 2016/07/27 by Alan.Noon Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS #jira UE-30564 Change 3066470 on 2016/07/27 by mason.seay Test map and updating blueprint for slicing proc mesh #jira UE-29618 Change 3066367 on 2016/07/27 by Matthew.Griffin Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main Change 3066337 on 2016/07/27 by Matthew.Griffin Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39 Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive Change 3066158 on 2016/07/27 by Ben.Marsh Reverting assets causing warning, via integration from //UE4/Main. Change 3065651 on 2016/07/26 by Ben.Marsh Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14 Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup. Change 3065650 on 2016/07/26 by Ben.Marsh Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04 Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor Change 3065649 on 2016/07/26 by Ben.Marsh Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18 Sequencer: Revert 3057233 because it breaks sequence recording. Copy from Dev-Sequencer #jira UE-33569 Change 3065308 on 2016/07/26 by Ben.Marsh Fix failure to parse EC settings for 4.13 branch. Change 3065235 on 2016/07/26 by Ben.Marsh Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch. [CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
HierarchicalInstancedStaticMeshComponent->bReceivesDecals = GrassVariety.bReceivesDecals;
static FName NoCollision(TEXT("NoCollision"));
HierarchicalInstancedStaticMeshComponent->SetCollisionProfileName(NoCollision);
HierarchicalInstancedStaticMeshComponent->bDisableCollision = true;
HierarchicalInstancedStaticMeshComponent->SetCanEverAffectNavigation(false);
HierarchicalInstancedStaticMeshComponent->InstancingRandomSeed = FolSeed;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 Change 3072915 on 2016/08/01 by Nick.Whiting Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh #jira UE-34044 Change 3072891 on 2016/08/01 by Nick.Whiting Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers #jira UE-33579 Change 3072885 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. Continued - adding missing file. #jira UE-32876 Change 3072869 on 2016/08/01 by Ori.Cohen Fix CIS #jira UE-3402 Change 3072862 on 2016/08/01 by Josh.Adams - Fixed case issue for Linux #jira UE-34020 Change 3072818 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. #jira UE-32876 Change 3072756 on 2016/08/01 by John.Billon Fixed crash when setting a composite texture on a render target cube. #Jira UE-33885 Change 3072755 on 2016/08/01 by John.Billon Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting. #Jira UE-33574 Change 3072753 on 2016/08/01 by John.Billon Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters. #Jira UE-32565 #Jira UE-29528 Change 3072665 on 2016/08/01 by Ben.Marsh Fix parse errors in BuildGraph example script. Change 3072664 on 2016/08/01 by Mike.Beach Mirrors CL 3072620 from Dev-Blueprints. Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors. #jira UE-29631 Change 3072656 on 2016/08/01 by Mike.Beach Mirrors CL 3072614 from Dev-Blueprints. Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 Change 3072649 on 2016/08/01 by Mike.Beach Mirrors CL 3071292 from Dev-Blueprints. Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072568 on 2016/08/01 by Phillip.Kavan Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) Mirrored from //Orion/Dev-General (CLs# 3065749/3065868). #jira UE-32780 Change 3072565 on 2016/08/01 by Rolando.Caloca UE4.13 - More info to track down crash with missing Primitive uniform buffer #jira UE-33418 Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt Fix hovering broken in the details panel #jira UE-20903 Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable #jira UE-20903 Change 3072479 on 2016/08/01 by Ori.Cohen Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision #JIRA UE-34023 Change 3072438 on 2016/08/01 by Chris.Wood Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them. [UE-33943] - Crash Report Client window not opening in a packaged build #jira UE-33943 #test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher Change 3072360 on 2016/08/01 by Chris.Babcock Enable Google Play Games for ARM64 on Android #jira UE-34031 #ue4 #android Change 3072337 on 2016/08/01 by Mitchell.Wilson Saving multiple files from VR template to resolve empty engine version warnings. #jira UE-33937 Change 3072302 on 2016/08/01 by Lina.Halper Fix issue where weight doesn't update correctly while updating list #jira: UE-33023 Change 3072250 on 2016/08/01 by Lina.Halper Add error message when rename failed #jira: UE-33661 Change 3072103 on 2016/08/01 by Lina.Halper - Undid previous propagating change of morphtarget - Refresh function - Made sure whatever happening, the buffer size remains sane and render thread will always get the same size #code review: Rolando.Caloca #jira: UE-33923 Change 3072062 on 2016/08/01 by Jurre.deBaare Static Mesh Editor and Persona viewport are very dark #fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator) #jira UE-33945 Change 3072061 on 2016/08/01 by Jurre.deBaare Incorrect importing of morph target weights when setting the percentage bases option on import #fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number #jira UE-34003 Change 3072052 on 2016/08/01 by Chris.Babcock Vulkan extension fixes for Android #jira UE-32943 #ue4 #android Change 3072039 on 2016/08/01 by Mitchell.Wilson Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap. #jira UE-33843 Change 3072003 on 2016/08/01 by Rob.Cannaday Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems. #jira UE-34008 Change 3071942 on 2016/08/01 by Matthew.Griffin Adding feature pack for TP_VirtualRealityBP Change 3071937 on 2016/08/01 by Max.Chen Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded. #jira UE-32918 Change 3071932 on 2016/08/01 by Dmitry.Rekman Linux: fix launch on (UE-33934) #tests Tested launching on a native host. #jira UE-33934 (Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3071926 on 2016/08/01 by Andrew.Rodham Sequencer: Fixed exponential slowdown when restoring selection states #jira UE-33918 Change 3071917 on 2016/08/01 by Mitchell.Wilson Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting. #jira UE-15196 Change 3071914 on 2016/08/01 by Allan.Bentham Fix for incorrect feature level when using networked PIE. #jira UE-25807 Change 3071894 on 2016/08/01 by Andrew.Rodham Sequence Recorder: CIS fix #jira UE-31277 Change 3071884 on 2016/08/01 by phillip.patterson Updated UMG_Invalidation.uasset to Include Combo Box Test #jira UE-29618 Change 3071869 on 2016/08/01 by Mitchell.Wilson Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature. #jira UE-33714 Change 3071868 on 2016/08/01 by phillip.patterson Added UMG_Invalidation.uasset for a test case #jira UE-29618 Change 3071855 on 2016/08/01 by Jurre.deBaare Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled #fix Recompiled zlib to be correct debug version #jira UE-27576 Change 3071853 on 2016/08/01 by Jurre.deBaare Fix issue with debug asserts not compiling correctly #fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about #jira UE-33989 Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue. #jira UE-33013 Change 3071849 on 2016/08/01 by Tom.Looman Resaved content files with engine version for VR Template #jira ue-33325 Change 3071822 on 2016/08/01 by Mitchell.Wilson Adding crosshair to WeapLauncher when not sighted in. #jira UE-30617 Change 3071798 on 2016/08/01 by Andrew.Rodham Sequencer: Fixed various issues to do with recording attached components There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all. #jira UE-30574 #jira UE-31277 Change 3071789 on 2016/08/01 by Tom.Looman Fixed warning of missing gamemode in VR Template. #jira ue-33325 Change 3071787 on 2016/08/01 by Mitchell.Wilson Cleared material interface on Neutral.uasset to resolve a warning. #jira UE-33957 Change 3071784 on 2016/08/01 by Robert.Manuszewski Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated. #jira UE-33692 #jira UE-33814 Change 3071746 on 2016/08/01 by Tom.Looman Added config.ini for Feature Pack creation to VR Template #jira ue-33325 Change 3071694 on 2016/08/01 by Robert.Manuszewski Fixing crash after opening edit config data for remote build then packaging #jira UE-33719 Change 3071660 on 2016/08/01 by Dmitriy.Dyomin Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile) Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it #jira UE-30104 Change 3071657 on 2016/08/01 by Matthew.Griffin Excluded TP_VirtualRealityBP Template from Mac Binary builds. Change 3071651 on 2016/08/01 by Tom.Looman Removed config.ini ref from content.txt #jira UE-33325 Change 3071645 on 2016/08/01 by Jurre.deBaare Merge Actor Tool missing option to deselect Export Specific LOD #fix Added the ability to export a specific LOD or all LODs for the selected objects #jira UE-33100 Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh #fix force to generate unique UVs for baking out the material to ensure we get the correct texture data #jira UE-29976 Change 3071608 on 2016/08/01 by Thomas.Sarkanen Bringing hitch tracking fix over from Orion. Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs #jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session) Change 3071606 on 2016/08/01 by Matthew.Griffin Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build. #jira UE-33959 Change 3071584 on 2016/08/01 by Matthew.Griffin Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes. Split GetDirectIncludeDependencies function so that part of it could be used without having a build target. #jira UE-23720 Change 3071479 on 2016/07/31 by Dmitriy.Dyomin Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache. Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load Merged from Dev-Mobile CL# 3057039 #jira UE-32774 Change 3071478 on 2016/07/31 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3071282 on 2016/07/30 by Max.Chen Cine Camera Actor: CIS fix #jira UE-33805 Change 3071272 on 2016/07/30 by Max.Chen Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView. #jira UE-33805 Change 3071229 on 2016/07/30 by Ben.Marsh Fix static analysis warning. Change 3071077 on 2016/07/29 by Max.Chen Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass. #jira UE-33432 Change 3071076 on 2016/07/29 by Max.Chen Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation. #jira UE-33078 Change 3071070 on 2016/07/29 by Max.Chen Sequence Recorder: Record actors as possessables Added GetWorld() check when resolving bindings in case the world is being torn down. Copy from Dev-Sequencer #jira UE-33969 Change 3071069 on 2016/07/29 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 Change 3071058 on 2016/07/29 by Max.Chen Sequencer: Tweak track colors Audio track brighter Transform, bool, event tracks less saturated Recording subsection more saturated Fade track gradient Copy from Dev-Sequencer #jira UE-33968 Change 3071057 on 2016/07/29 by Max.Chen Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset. Copy from Dev-Sequencer #jira UE-33967 Change 3071004 on 2016/07/29 by Lauren.Ridge Fix for crash on color picker summon due to null SWindow #rb chris.gagnon #jira UE-33966 Change 3070956 on 2016/07/29 by Chris.Babcock Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor #jira UE-33607 #ue4 #android Change 3070807 on 2016/07/29 by Nick.Darnell Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width. #jira UE-30481 Change 3070779 on 2016/07/29 by Rob.Cannaday Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam #jira UE-33922 Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #jira UE-33914 Change 3070764 on 2016/07/29 by Phillip.Kavan [UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies. Mirrored from CL# 3065278. (resubmitted as edit) #jira UE-20581 Change 3070757 on 2016/07/29 by Nick.Darnell Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget. #jira UE-33450 Change 3070741 on 2016/07/29 by Phillip.Kavan Back out previous submit (forgot to convert to edit). #jira UE-20581 Change 3070737 on 2016/07/29 by Phillip.Kavan [UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies. Mirrored from CL# 3065278. #jira UE-20581 Change 3070695 on 2016/07/29 by Ryan.Vance #jira UE-32145 We were using the wrong texture format for the rift ogl bridge. Removed derived ogl bridge destructor to fix assert. Based on CL 3069701 from Oculus Change 3070632 on 2016/07/29 by Mitchell.Wilson Rebuilt lighting for SubwaySequencer #jira UE-33564 Change 3070620 on 2016/07/29 by Chris.Babcock Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3070586 on 2016/07/29 by phillip.patterson Updating Sequencer_Focus for test case #jira UE-29618 Change 3070539 on 2016/07/29 by Jon.Nabozny Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370) #jira UE-33463 Change 3070538 on 2016/07/29 by Mitchell.Wilson Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings. #jira UE-29730 Change 3070467 on 2016/07/29 by Lauren.Ridge Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker #jira UE-33920 #jira UE-33769 Change 3070460 on 2016/07/29 by Lauren.Ridge Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker #jira UE-32413 Change 3070455 on 2016/07/29 by Lauren.Ridge Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker #jira UE-33635 Change 3070404 on 2016/07/29 by John.Pollard Fix: Console command "Open" crashes with dedicated server settings #jira UE-32511 Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt Fix incorrect tooltip for the lerp instruction in the material editor #jira UE-33896 Change 3070376 on 2016/07/29 by Ryan.Vance #jira UEVR-32 Support base and neo multi-view vertex shaders on ps4. Compile both base and neo versions of the multi-view enabled vertex shaders. Pack them together in the resulting shader code. Unpack them and load the correct version when creating the vertex shader instance. Change 3070345 on 2016/07/29 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3070315 on 2016/07/29 by Ben.Woodhouse (cherry picked from dev-rendering) Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3070314 on 2016/07/29 by Ben.Woodhouse (cherry picked from dev-rendering) Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3070272 on 2016/07/29 by Jon.Nabozny Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter. #jira UE-33944 Change 3070235 on 2016/07/29 by Mitchell.Wilson Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff. #jira UE-32742 Change 3070221 on 2016/07/29 by Jurre.deBaare HLOD: The forced viewing level slider does not stay in sync after building a cluster #fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced) #jira UE-32187 Change 3070218 on 2016/07/29 by Jurre.deBaare HLOD: Shadow logic in ALODActor is messed up #fix Moved shadow determination logic #jira UE-31753 Change 3070212 on 2016/07/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster #jira UE-30384 Change 3070176 on 2016/07/29 by Jurre.deBaare Some post processing features in Preview Scene Settings do not update immediately #fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D #jira UE-33895 Change 3070175 on 2016/07/29 by Jurre.deBaare Static Mesh Editor does not display Vertex Colors in Lit mode #fix Caused by not disabling advanced features which used to happen for preview scenes by default :/ #jira UE-32977 Change 3070163 on 2016/07/29 by Chris.Wood Changed log warnings to info when WinSAT assessment unavailable [UE-30198] - WinSAT assessment unavailable when running Hardware Survey #jira UE-30198 trivial change Change 3070154 on 2016/07/29 by Matthew.Griffin Removed exceptions for IOS .a files now we are building code projects Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies #jira UE-33868 Change 3070124 on 2016/07/29 by Alex.Delesky #jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction. Change 3070060 on 2016/07/29 by Chris.Wood Fixed command line argument saved to crash reports and used to restart crash processes [UE-30665] - CrashReporterClient send and restart does not reopen the project #jira UE-30665 trivial re-add of a line lost in a confusing merge. Change 3070035 on 2016/07/29 by Allan.Bentham Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support' Allows device profiles to disable vulkan and/or ES3.1. #jira UE-33379 Change 3070027 on 2016/07/29 by Tom.Looman Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/) #jira UE-33325 Change 3070009 on 2016/07/29 by James.Golding Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom. #jira UE-32395 Change 3070007 on 2016/07/29 by James.Golding Fix highlight when searching Anim Curves #jira UE-33073 Change 3070002 on 2016/07/29 by James.Golding Fix complex collision drawing in StaticMesh Editor #jira UE-33062 Change 3069998 on 2016/07/29 by Jon.Nabozny Fix AShooterCharacter heavy breathing even when running but not moving. #jira UE-32398 Change 3069980 on 2016/07/29 by James.Golding Add UV support to ProcMeshComp collision Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost Move ProceduralMeshComponent out of 'experimental' #jira UE-29850, UE-33003 Change 3069970 on 2016/07/29 by James.Golding Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969) #jira UE-32819 Change 3069969 on 2016/07/29 by Andrew.Porter Adding movie test content to NotForLicensee. #jira UE-29618 Change 3069962 on 2016/07/29 by Chris.Wood Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings. [UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings #jira UE-31820 Affects Core and CrashReportClient. Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic. Added project-specific values to engine config with defaults set in BaseEngine.ini. Added overrides to Orion config. Change 3069908 on 2016/07/29 by Jurre.deBaare Saving assets with UGS build, fixes build warnings #jira UE-123 Change 3069889 on 2016/07/29 by Jurre.deBaare Build fix for -game builds (missing WITH_EDITOR ifdef) #jira UE-123 Change 3069877 on 2016/07/29 by Allan.Bentham Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings. Fixed issue that prevented settings editor saving out array property changes. #jira UE-33379 Change 3069872 on 2016/07/29 by Jurre.deBaare Added option to disable post processing option in preview scene Inverted normals on the sky sphere (asset change) Bad performance when changing (slider) values for the advanced preview scene #fix Small optimizations and now only save the data on closing of the preview scene tab #jira UE-33496 Persona floor offset not being correct #fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset #jira UE-32278 Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers #fix I will now hide the environment and O the floor #jira UE-33498 Directional light rotation not saved with advanced preview scene profiles #fix Now does :) #jira UE-33619 Change 3069838 on 2016/07/29 by Luke.Thatcher Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time. #jira UE-33671 Change 3069440 on 2016/07/28 by patrickr.donovan #jira UE-29618 Test content for AA and materials with tessellation enabled and absolute world position material function. Change 3069148 on 2016/07/28 by Lina.Halper Morphtarget deletion crash #jira: UE-33851 #code review: Roalndo.caloca Change 3069144 on 2016/07/28 by Michael.Trepka Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj #jira UE-31863 Change 3069021 on 2016/07/28 by Dmitry.Rekman Linux: a number of small fixes from pull requests. - Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35) - Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse) - Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard)) - Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes) - Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates) #tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes. #jira UE-24848 #jira UE-27742 #jira UE-27894 #jira UE-29781 #jira UE-30452 (Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3068867 on 2016/07/28 by Mike.Fricker Mesh Paint: Fixed various bugs - Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554) - Fixed 'full press' over actors preventing UI from being clickable (UE-33550) - Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551) - Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode) - Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621) #jira UE-33554 #jira UE-33550 #jira UE-33551 #jira UE-33621 Change 3068758 on 2016/07/28 by Mitchell.Wilson Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot. #jira UE-33684 Change 3068733 on 2016/07/28 by Ori.Cohen Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G) #JIRA UE-32630 Change 3068713 on 2016/07/28 by Lina.Halper #Checking in Benn G's fix Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that). #jira UE-33633 #code review: Benn.Gallagher Change 3068580 on 2016/07/28 by John.Pollard Disable hot reloading when using single process MP PIE Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players #jira UE-30516 Change 3068550 on 2016/07/28 by Jurre.deBaare Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials #fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data #jira UE-31886 Change 3068549 on 2016/07/28 by Jurre.deBaare Merged static meshes stop reaction to the Trace Complex on Move flag. #fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option) #jira UE-30403 Change 3068548 on 2016/07/28 by Jurre.deBaare Merge Actor tool can no longer merge just materials for an actor #fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world) #jira UE-32797 Change 3068547 on 2016/07/28 by Jurre.deBaare Make sure the advanced preview scene tab is shown by default #fix Made the tab spawn by default in all possible situations (as part of the existing UI layout) #jira UE-33499 Change 3068546 on 2016/07/28 by Jurre.deBaare Textures created from generating proxy meshes have incorrect compression format on tooltip #fix Required a PostEditChange call for the UTextures to correctly propogate the compression type #jira UE-30365 Change 3068543 on 2016/07/28 by Danny.Bouimad #jira UE-29618 Made useability changes to the Phsyical Animation Profile Map Change 3068407 on 2016/07/28 by Mitchell.Wilson Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place #jira UE-33684 Change 3068403 on 2016/07/28 by Ben.Marsh Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory. #jira UE-33459 Change 3068358 on 2016/07/28 by Martin.Wilson Set default compression to NoClear as None is not a valid compression #jira UE-31958 Change 3068346 on 2016/07/28 by Benjamin.Hyder Updating TM-ContactShadows to include static meshes #jira UE-29618 Change 3068336 on 2016/07/28 by Martin.Wilson Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration). #jira UE-32101 Change 3068321 on 2016/07/28 by Martin.Wilson Export bone selection widgets so that other modules can use them #Jira UE-30361 Change 3068316 on 2016/07/28 by Martin.Wilson Expose Root Motion Mode #jira UE-14431 Change 3068307 on 2016/07/28 by Benjamin.Hyder Rebuilding lighting in QA-Materials #jira UE-29618 Change 3068299 on 2016/07/28 by Benjamin.Hyder Renaming TM_Noise to TM-Noise #jira UE-29618 Change 3068285 on 2016/07/28 by Martin.Wilson Remove option to clear compression on animation sequences #jira UE-31957 Change 3068282 on 2016/07/28 by Benjamin.Hyder Re-Saving QA-Materials to remove log spam #jira UE-29618 Change 3068271 on 2016/07/28 by Martin.Wilson Add check to highlight recursion issue caused by game code #jira UE-31417 Change 3068259 on 2016/07/28 by Jamie.Dale Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types #jira UE-31709 Change 3068257 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068204 on 2016/07/28 by Nick.Darnell Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions. Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work. UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured. #jira UE-33845 Change 3068197 on 2016/07/28 by Martin.Wilson Fix abstract notify state classes showing up in create menu #jira UE-33864 Fix copy paste notifies introducing cross animation references #jira UE-32801 Change 3068183 on 2016/07/28 by Matthew.Griffin Remove hard coded staging for Crash Reporter and use its receipt instead #jira UE-33800 Change 3068097 on 2016/07/28 by Dmitriy.Dyomin Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support) #jira UE-22679 Change 3068074 on 2016/07/28 by Matthew.Griffin Added DDC nodes to list of content/shader modifiers for notifications Change 3068053 on 2016/07/28 by Jack.Porter After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components #jira UE-5335 Change 3068043 on 2016/07/28 by Jack.Porter Fix crash in mobile preview when selecting objects during shader compilation #jira UE-33862 Change 3068031 on 2016/07/28 by Gareth.Martin Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam #jira UE-33708 Change 3068030 on 2016/07/28 by Gareth.Martin Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage. #jira UE-20476 Change 3068029 on 2016/07/28 by Gareth.Martin Fixed landscape "continuous" sculpting not working in multiple viewports - the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke. #jira UE-32347 Change 3068013 on 2016/07/28 by Thomas.Sarkanen Added a tick dependency for slave components Ensures that slave components always get ticked after master components. Prevents potential main thread stall updating morph targets in slave components. #jira UE-23045 - Slave components could benefit from a tick dependency on master components Change 3068011 on 2016/07/28 by Thomas.Sarkanen Added space bar as a shortcut to play/pause animation playback in Persona #jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause Change 3068009 on 2016/07/28 by Thomas.Sarkanen Multi-arg console commands now accept string commands with or without quotes Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc. Removed old legacy code designed to fix trailing string params not being parsed correctly. Updated some NULLs to nullptr. #jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks Change 3067854 on 2016/07/28 by Dmitriy.Dyomin Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded #jira UE-33440 Change 3067831 on 2016/07/28 by Dmitriy.Dyomin Fixed: Landscape GrassType does not have the option to exclude Decals #jira UE-26669 Change 3067826 on 2016/07/28 by Dmitriy.Dyomin Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted Also fixed Replace foliage type case #jira UE-32010 Change 3067824 on 2016/07/28 by Dmitriy.Dyomin Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled" #jira UE-24767 Change 3067794 on 2016/07/27 by Jack.Porter Expose Lighting Channels to Foliage and Landscape Grass #jira UE-32794 Change 3067782 on 2016/07/27 by Jack.Porter Fixed crash on device when playing sounds when packaged using Android_Multi #jira UE-31981 Change 3067760 on 2016/07/27 by Jack.Porter Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target #jira UE-11756 Change 3067748 on 2016/07/27 by Dmitry.Rekman Linux: fix packaged projects not being runnable (UE-33608). - Added a shell script to run the binary. #jira UE-33608 (Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3067512 on 2016/07/27 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements (first two items) https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803 https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html Unshelved from pending changelist '3065760 (UE4/Dev-VR) -Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup. -Known issue: some tracker location popping during reconnect. I will try to fix that next. #jira UEVR-13 #review-3066558 @chad.taylor Change 3067511 on 2016/07/27 by Jeff.Fisher Duplicating 3058093 (UE4/Dev-VR) Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon). #jira UEVR-13 Change 3067488 on 2016/07/27 by Ori.Cohen Make the UI more clear for which physical animation is currently being editted. #JIRA UE-33332 Change 3067481 on 2016/07/27 by Chris.Babcock AAR support and updating libraries: - Google Play Games native C++ SDK 2.1 - Google Play Services 9.2.0 - android-support-v4.jar 23.0.0 #jira UEPLAT-1251 #jira UE-19190 #ue4 #android Change 3067478 on 2016/07/27 by Ori.Cohen Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings #JIRA UE-33276, UE-33331 Change 3067474 on 2016/07/27 by Ori.Cohen Make it so property index comes in on reset of array value and duplication (From Matt.K) #JIRA UE-33276 Change 3067457 on 2016/07/27 by Ori.Cohen Fix currently highlighted text in physics profiles being copied over when chaing current profile #JIRA UE-33282 Change 3067451 on 2016/07/27 by Ori.Cohen Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain #JIRA UE-32531 Change 3067443 on 2016/07/27 by Ori.Cohen Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script. Mark the component as experimental and only expose valid functions into construction script #JIRA UE-33656 Change 3067439 on 2016/07/27 by Ori.Cohen Added more logging info for potential fixed framerate negative delta time crash #JIRA UE-32219 Change 3067348 on 2016/07/27 by mason.seay Updating map to have hit events test. #jira UE-29618 Change 3067342 on 2016/07/27 by Mitchell.Wilson Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly #jira UE-15698 Change 3067332 on 2016/07/27 by Dmitry.Rekman Fix for libstdc++ problems (UE-33584). #tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10. #JIRA UE-33584 (Redoing CL 3065551 from Dev-Platform). Change 3067262 on 2016/07/27 by Lina.Halper DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly #tests: PIE/compile editor build/noneditor #jira: UE-33477 Change 3067228 on 2016/07/27 by Lina.Halper This fixes crash where mesh has changed hierarchy but hasn't been remapped yet. #jira: UE-29880 Change 3067168 on 2016/07/27 by Lina.Halper DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #tests: cooked test map, run test map, PIE, saving content, loading standalone game #jira: UE-33454 Change 3067162 on 2016/07/27 by Lina.Halper pose asset source animation/animation asset preview pose now have proper skeleton filter #jira: UE-32607 Change 3067160 on 2016/07/27 by Lina.Halper Fix issue with preview curve not working when no asset #jira: UE-33402 Change 3067138 on 2016/07/27 by Lina.Halper DUPEFIX: Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3067129 on 2016/07/27 by Lina.Halper DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC #tests: Jump_Recovery_Additive, PIE #jira: UE-33477 Change 3067128 on 2016/07/27 by Michael.Trepka Copy of CL 3062046 PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS #jira UE-33683 Change 3067104 on 2016/07/27 by Lina.Halper DUPEFIX: Support different samplerate for reimport with set range #jira: UE-16027 Change 3067093 on 2016/07/27 by Lina.Halper DUPE FIX: Fix baking is applied twice in the new created animation #jira: UE-31120 Change 3067088 on 2016/07/27 by Lina.Halper Fix issues with rename/delete of the curves #jira: UE-33663, UE-33730, UE-33661, UE-33662 Change 3066795 on 2016/07/27 by Mark.Satterthwaite Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes. #jira UE-33778 Change 3066788 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3066338: Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066786 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3064743: Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira UE-33827 #jira FORT-27685 Change 3066768 on 2016/07/27 by samuel.proctor Updated child blueprint used for profiler testing #jira UE-29618 Change 3066733 on 2016/07/27 by samuel.proctor Refreshed broken node in profiler test asset #jira UE-29618 Change 3066670 on 2016/07/27 by Sam.Deiter #Jira UEDOC-3139 Adding the blending tool tip images. Change 3066669 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063329: 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 3066668 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063327: Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal. #jira UE-32068 Change 3066625 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3062160: Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3066624 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063328: Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data). #jira UE-33820 Change 3066589 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3060590 to fix UE-33819: Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. #jira UE-33819 Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt Fixed Reset to default not updating when selecting new assets #jira UE-33817 Change 3066509 on 2016/07/27 by mason.seay Phys material needed for TM-SliceProcMesh #jira UE-29618 Change 3066500 on 2016/07/27 by mason.seay Rebuilt lighting #jira UE-29618 Change 3066499 on 2016/07/27 by Jurre.deBaare Map build should not generate empty HLOD folder in Editor #fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :) #jira UE-29564 Change 3066498 on 2016/07/27 by Jurre.deBaare HLOD outliner drag and drop operation can cause log spam #fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed #jira UE-32106 Change 3066485 on 2016/07/27 by Alan.Noon Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS #jira UE-30564 Change 3066470 on 2016/07/27 by mason.seay Test map and updating blueprint for slicing proc mesh #jira UE-29618 Change 3066367 on 2016/07/27 by Matthew.Griffin Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main Change 3066337 on 2016/07/27 by Matthew.Griffin Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39 Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive Change 3066158 on 2016/07/27 by Ben.Marsh Reverting assets causing warning, via integration from //UE4/Main. Change 3065651 on 2016/07/26 by Ben.Marsh Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14 Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup. Change 3065650 on 2016/07/26 by Ben.Marsh Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04 Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor Change 3065649 on 2016/07/26 by Ben.Marsh Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18 Sequencer: Revert 3057233 because it breaks sequence recording. Copy from Dev-Sequencer #jira UE-33569 Change 3065308 on 2016/07/26 by Ben.Marsh Fix failure to parse EC settings for 4.13 branch. Change 3065235 on 2016/07/26 by Ben.Marsh Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch. [CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
HierarchicalInstancedStaticMeshComponent->LightingChannels = GrassVariety.LightingChannels;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
const FMeshMapBuildData* MeshMapBuildData = Component->GetMeshMapBuildData();
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
if (GrassVariety.bUseLandscapeLightmap
&& GrassVariety.GrassMesh->GetNumLODs() > 0
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
&& MeshMapBuildData
&& MeshMapBuildData->LightMap)
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
{
HierarchicalInstancedStaticMeshComponent->SetLODDataCount(GrassVariety.GrassMesh->GetNumLODs(), GrassVariety.GrassMesh->GetNumLODs());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
FLightMapRef GrassLightMap = new FLandscapeGrassLightMap(*MeshMapBuildData->LightMap->GetLightMap2D());
FShadowMapRef GrassShadowMap = MeshMapBuildData->ShadowMap ? new FLandscapeGrassShadowMap(*MeshMapBuildData->ShadowMap->GetShadowMap2D()) : nullptr;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
for (auto& LOD : HierarchicalInstancedStaticMeshComponent->LODData)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
LOD.OverrideMapBuildData = MakeUnique<FMeshMapBuildData>();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
LOD.OverrideMapBuildData->LightMap = GrassLightMap;
LOD.OverrideMapBuildData->ShadowMap = GrassShadowMap;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
}
}
if (!Cameras.Num() || bDisableGPUCull)
{
// if we don't have any cameras, then we are rendering landscape LOD materials or somesuch and we want to disable culling
HierarchicalInstancedStaticMeshComponent->InstanceStartCullDistance = 0;
HierarchicalInstancedStaticMeshComponent->InstanceEndCullDistance = 0;
}
else
{
HierarchicalInstancedStaticMeshComponent->InstanceStartCullDistance = GrassVariety.StartCullDistance;
HierarchicalInstancedStaticMeshComponent->InstanceEndCullDistance = GrassVariety.EndCullDistance;
}
//@todo - take the settings from a UFoliageType object. For now, disable distance field lighting on grass so we don't hitch.
HierarchicalInstancedStaticMeshComponent->bAffectDistanceFieldLighting = false;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GrassAttachComp);
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
HierarchicalInstancedStaticMeshComponent->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
FTransform DesiredTransform = GetRootComponent()->ComponentToWorld;
DesiredTransform.RemoveScaling();
HierarchicalInstancedStaticMeshComponent->SetWorldTransform(DesiredTransform);
FoliageComponents.Add(HierarchicalInstancedStaticMeshComponent);
}
FAsyncGrassBuilder* Builder;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GrassCreateBuilder);
uint32 HaltonIndexForSub = 0;
if (bUseHalton)
{
check(HaltonBaseIndex > (uint32)MaxInstancesSub);
HaltonIndexForSub = HaltonBaseIndex - (uint32)MaxInstancesSub;
}
Builder = new FAsyncGrassBuilder(this, Component, GrassType, GrassVariety, HierarchicalInstancedStaticMeshComponent, SqrtSubsections, SubX, SubY, HaltonIndexForSub);
}
if (Builder->bHaveValidData)
{
FAsyncTask<FAsyncGrassTask>* Task = new FAsyncTask<FAsyncGrassTask>(Builder, NewComp.Key, HierarchicalInstancedStaticMeshComponent);
Task->StartBackgroundTask();
AsyncFoliageTasks.Add(Task);
}
else
{
delete Builder;
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GrassRegisterComp);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
HierarchicalInstancedStaticMeshComponent->RegisterComponent();
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
SetFlags(RF_Transactional);
GetOutermost()->SetDirtyFlag(PreviousPackageDirtyFlag);
}
}
}
}
}
}
}
#if WITH_EDITOR
TotalTexturesToStreamForVisibleGrassMapRender -= NumTexturesToStreamForVisibleGrassMapRender;
NumTexturesToStreamForVisibleGrassMapRender = RequiredTexturesNotStreamedIn;
TotalTexturesToStreamForVisibleGrassMapRender += NumTexturesToStreamForVisibleGrassMapRender;
{
int32 NumComponentsRendered = 0;
int32 NumComponentsUnableToRender = 0;
Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2831624 on 2016/01/17 by Marcus.Wassmer Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986 #rb none #test none #codereview Michael.Noland,James.Golding Change 2831402 on 2016/01/17 by Marcus.Wassmer HLOD priority and streamout changes. Give texture pool an extra 200MB which we can afford thanks to James/Michael #rb Chris.Gagnon #test run agora, notice nice textures. #lockdown Andrew.Grant Change 2831398 on 2016/01/17 by Marcus.Wassmer Fix 3 logic bugs with Relocate #rb chris.gagnon #test run game, look for corruption. #lockdown Andrew.Grant Change 2831372 on 2016/01/16 by Marcus.Wassmer Update param.sfo's and lockdown version in prep for good PS4 playtest build. #rb none #test build from last night... #lockdown Andrew.Grant Change 2831274 on 2016/01/16 by Graeme.Thornton Disable platform file cache wrapper on PS4 #codereview James.Golding #rb none #tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small) Change 2831237 on 2016/01/16 by Sammy.James Fix PS4 compile error #codereview Andrew.Grant #rb none #tests none Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt Fix possible invalid access to shared movie player resource across threads causing startup crash. #codereview marcus.wassmer #rb none, #tests initial load Change 2831218 on 2016/01/16 by Marcus.Wassmer Fix bad warning case. #codereview Martin.Mittring #rb none #test none Change 2831201 on 2016/01/16 by Andrew.Grant Added extra info about referencer to missing asset reference message #rb none #tests cooked, ran editor Change 2831183 on 2016/01/16 by David.Nikdel #OSS #PS4 #Purchasing #StoreV2 - Force failure if we have no receipts after a "successful" checkout. - Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level - Convert productIds to skuIds at checkout time - Added PS4 Implementation of IOnlineStoreV2 - Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails - Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase #RB: Paul.Moore #TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC Change 2831129 on 2016/01/16 by David.Nikdel #MCP - Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult). #RB: none #TESTS: frontend Change 2830986 on 2016/01/15 by Michael.Noland PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads #rb marcus.wassmer #tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load #lockdown andrew.grant Change 2830943 on 2016/01/15 by Max.Chen Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance. #tests Master sequence trailer plays without crashing #rb none Change 2830912 on 2016/01/15 by Michael.Noland Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise) #rb mieszko.zielinski #tests Tested printing the value out #codereview martin.mittring Change 2830910 on 2016/01/15 by Michael.Noland Rendering: Improved GPU driver detection logic to handle more cases #codereview martin.mittring #rb mieszko.zielinski #tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder Change 2830776 on 2016/01/15 by Martin.Mittring from Dev-Rendering added ensure to track down multiple issues like OR-11771 CRASH: User Crashed when pressing the Play button OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef() #rb:Gil.Gribb #code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
if ((GrassTypes.Num() > 0 && CVarPrerenderGrassmaps.GetValueOnAnyThread() > 0) || bBakeMaterialPositionOffsetIntoCollision)
{
// try to render some grassmaps
TArray<ULandscapeComponent*> ComponentsToRender;
for (auto Component : ComponentsNeedingGrassMapRender)
{
if (Component->CanRenderGrassMap())
{
if (Component->AreTexturesStreamedForGrassMapRender())
{
// We really want to throttle the number based on component size.
if (NumComponentsRendered <= 4)
{
ComponentsToRender.Add(Component);
NumComponentsRendered++;
}
}
else
if (TotalTexturesToStreamForVisibleGrassMapRender == 0)
{
// Force stream in other heightmaps but only if we're not waiting for the textures
// near the camera to stream in
DesiredForceStreamedTextures.Add(Component->HeightmapTexture);
for (auto WeightmapTexture : Component->WeightmapTextures)
{
DesiredForceStreamedTextures.Add(WeightmapTexture);
}
}
}
else
{
NumComponentsUnableToRender++;
}
}
if (ComponentsToRender.Num())
{
RenderGrassMaps(ComponentsToRender, GrassTypes);
MarkPackageDirty();
}
}
TotalComponentsNeedingGrassMapRender -= NumComponentsNeedingGrassMapRender;
NumComponentsNeedingGrassMapRender = ComponentsNeedingGrassMapRender.Num() - NumComponentsRendered - NumComponentsUnableToRender;
TotalComponentsNeedingGrassMapRender += NumComponentsNeedingGrassMapRender;
// Update resident flags
for (auto Texture : DesiredForceStreamedTextures.Difference(CurrentForcedStreamedTextures))
{
Texture->bForceMiplevelsToBeResident = true;
}
for (auto Texture : CurrentForcedStreamedTextures.Difference(DesiredForceStreamedTextures))
{
Texture->bForceMiplevelsToBeResident = false;
}
}
#endif
}
}
static TSet<UHierarchicalInstancedStaticMeshComponent *> StillUsed;
StillUsed.Empty(256);
{
// trim cached items based on time, pending and emptiness
double OldestToKeepTime = FPlatformTime::Seconds() - CVarMinTimeToKeepGrass.GetValueOnGameThread();
uint32 OldestToKeepFrame = GFrameNumber - CVarMinFramesToKeepGrass.GetValueOnGameThread();
for (FCachedLandscapeFoliage::TGrassSet::TIterator Iter(FoliageCache.CachedGrassComps); Iter; ++Iter)
{
const FCachedLandscapeFoliage::FGrassComp& GrassItem = *Iter;
UHierarchicalInstancedStaticMeshComponent *Used = GrassItem.Foliage.Get();
bool bOld =
!GrassItem.Pending &&
(
!GrassItem.Key.BasedOn.Get() ||
!GrassItem.Key.GrassType.Get() ||
!Used ||
(GrassItem.LastUsedFrameNumber < OldestToKeepFrame && GrassItem.LastUsedTime < OldestToKeepTime)
);
if (bOld)
{
Iter.RemoveCurrent();
}
else if (Used)
{
StillUsed.Add(Used);
}
}
}
{
// delete components that are no longer used
for (UActorComponent* ActorComponent : GetComponents())
{
UHierarchicalInstancedStaticMeshComponent* HComponent = Cast<UHierarchicalInstancedStaticMeshComponent>(ActorComponent);
if (HComponent && !StillUsed.Contains(HComponent))
{
{
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassDestoryComp);
HComponent->ClearInstances();
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
HComponent->DetachFromComponent(FDetachmentTransformRules(EDetachmentRule::KeepRelative, false));
HComponent->DestroyComponent();
FoliageComponents.Remove(HComponent);
}
if (!bForceSync)
{
break; // one per frame is fine
}
}
}
}
{
// finish async tasks
for (int32 Index = 0; Index < AsyncFoliageTasks.Num(); Index++)
{
FAsyncTask<FAsyncGrassTask>* Task = AsyncFoliageTasks[Index];
if (bForceSync)
{
Task->EnsureCompletion();
}
if (Task->IsDone())
{
SCOPE_CYCLE_COUNTER(STAT_FoliageGrassEndComp);
FAsyncGrassTask& Inner = Task->GetTask();
AsyncFoliageTasks.RemoveAtSwap(Index--);
UHierarchicalInstancedStaticMeshComponent* HierarchicalInstancedStaticMeshComponent = Inner.Foliage.Get();
if (HierarchicalInstancedStaticMeshComponent && StillUsed.Contains(HierarchicalInstancedStaticMeshComponent))
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
if (Inner.Builder->InstanceBuffer.NumInstances())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FoliageGrassEndComp_AcceptPrebuiltTree);
FMemory::Memswap(&HierarchicalInstancedStaticMeshComponent->WriteOncePrebuiltInstanceBuffer, &Inner.Builder->InstanceBuffer, sizeof(FStaticMeshInstanceData));
HierarchicalInstancedStaticMeshComponent->AcceptPrebuiltTree(Inner.Builder->ClusterTree, Inner.Builder->OutOcclusionLayerNum);
if (bForceSync && GetWorld())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FoliageGrassEndComp_SyncUpdate);
HierarchicalInstancedStaticMeshComponent->RecreateRenderState_Concurrent();
}
}
}
FCachedLandscapeFoliage::FGrassComp* Existing = FoliageCache.CachedGrassComps.Find(Inner.Key);
if (Existing)
{
Existing->Pending = false;
Existing->Touch();
}
delete Task;
if (!bForceSync)
{
break; // one per frame is fine
}
}
}
}
}
FAsyncGrassTask::FAsyncGrassTask(FAsyncGrassBuilder* InBuilder, const FCachedLandscapeFoliage::FGrassCompKey& InKey, UHierarchicalInstancedStaticMeshComponent* InFoliage)
: Builder(InBuilder)
, Key(InKey)
, Foliage(InFoliage)
{
}
void FAsyncGrassTask::DoWork()
{
Builder->Build();
}
FAsyncGrassTask::~FAsyncGrassTask()
{
delete Builder;
}
static void FlushGrass(const TArray<FString>& Args)
{
for (ALandscapeProxy* Landscape : TObjectRange<ALandscapeProxy>(RF_ClassDefaultObject | RF_ArchetypeObject, true, EInternalObjectFlags::PendingKill))
{
Landscape->FlushGrassComponents();
}
}
static void FlushGrassPIE(const TArray<FString>& Args)
{
for (ALandscapeProxy* Landscape : TObjectRange<ALandscapeProxy>(RF_ClassDefaultObject | RF_ArchetypeObject, true, EInternalObjectFlags::PendingKill))
{
Landscape->FlushGrassComponents(nullptr, false);
}
}
static FAutoConsoleCommand FlushGrassCmd(
TEXT("grass.FlushCache"),
TEXT("Flush the grass cache, debugging."),
FConsoleCommandWithArgsDelegate::CreateStatic(&FlushGrass)
);
static FAutoConsoleCommand FlushGrassCmdPIE(
TEXT("grass.FlushCachePIE"),
TEXT("Flush the grass cache, debugging."),
FConsoleCommandWithArgsDelegate::CreateStatic(&FlushGrassPIE)
);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#undef LOCTEXT_NAMESPACE